Charybdis & Starblade Ships
Charybdis

Charybdis
Thunder Clap


SBB
Sloop John B.
Alincourt Ruby
The Celeste
Alincourt Ruby Cruiser
Ruby-class Linner/Carrier (the Josef Heilinger stats)
DIAMOND-CLASS Carrier

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The Charybdis Thunder Clap

The Thunder Clap's origin is less than grand. It was one of the first cargo ships built after the colonists had reached the Primus System. During the next two decades the ship transferred ownership several times, finally ending up in the possession of a small smuggling operation. They upgraded the engines and shunt drive and used it for smuggling and running the occasional blockade. It eventually ended up in Shiva's hands. He added weapons and some armour plate over the most vulnerable areas, then used it as a combat ship. In 2179 the ship was heavily damaged in a fight with pirates. Its engines and shunt drive were still good, so Shiva ordered a massive refit for the old ship.
What emerged from the ship yards was a cruiser that, while not a match for any SAC or ODF cruiser, could handle itself in a fight.
She was destroyed on 2180.09.15, after cripling the ODF Wotan-class cruiser Mercury and ramming the Edelweiss-class carrier Infinity, almost taking on her.

Game stats: x 100 Scale Starship , MA 24, 45.000 Tn, MV -3(-5), 572.850 CP;
Shunt & Fast Sublight drives, Space & Re-Entry protection, Cloack, A-Grade (16+1d10) crew; x3,5 total cost multiplier.
Center Hull - M. Striker Torso, 600 K, 10 Spc, SP 50, DC 10
Bridge - Striker "Head", 100 K, 3 Spc, SP 40, DC 10
Lower Module - Striker Pod, 8 Spc, SP 60 DC 10
Port & Stbd. Engines - M. Striker Pods x 2, 8 Spc each, SP 60 DC 10 each
- Hangar & Mecha bay: 30 Meks, or 20 Meks and one x10-scale ship (namely, the John B.) *
- Crew section (90 men).
- 1840 Tn cargo (Suplys and booty space to spare!)
- Damage Control, STR Sensor Suite, Escape systems, Sickbay
- Gauss Turrets x 2, one on each of Hull and Lower Module (30 K, WA +0, range 165, 25 shots each, 30 Kills each, BV 5, x10 Scale) F Fire Arc
- Gauss Turrets x 2, one on each Engine (30 K, WA +0, range 165, 25 shots each, 30 Kills, BV 5 each, x10 Scale), R Fire Arc
- Class 6 Starbolts x 2 (300 K, WA +1, range 350, shots inf., 300 Kills each), FF fire arc.
- Torpedo rack x 2 (100 K, WA -2, range 61 Km, 6 shots each, 40 Kills each, Long Range, x10 Scale, one on each engine) A fire arc.
- Grapling Anchors (Entangle, roll vs. 15, WA +2, no range, 500 Kills)
- Thrusters: 11,5 Spc on each engine, 4,6 Spc eff. each
- 500 MA, +50 Max Booster at the stern of the Hull (1500 Kills)
- 2 x 500 MA, +20 Max Boosters (one per Engine, 1500 Kills each)
- 100.000 Km Reaction mass

Game notes:
- It's an easy design, just take a ship bigger that a Charybdis raider, make it look like one (the mayor overhaul) and sustitude the "twin, spinal mount starbolts" we see on Episode 28 for the Gauss Cannon. We're on the Pleiades, so we place Class 6 ODF ones. Voila!
- "I'm going to take us behind 4's biggest moon and drop the Thunder Clap onto the surface" - yes, the 'Clap has reentry and is NOT Space-only Hydraulics. We buy orbital boosters instead of Transat to leave her ram the Infinity (see below)
- "A number of ports on the rear of the ship opened up, a moment later the booster rockets were activated", so the 3 small boosters instead of a big one. "The powerful rockets sped the ship... a little over two minutes" (at 10 seconds per game turn, that's about 1500 MA)

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* : Yes,Shawn says "the x10 Scale John B. is wrong, 'cause the rules states it has to be x100 scale to have Shunt"; I say, "Overrides MZ+ Rules, pag. 97, YOU CAN CHANGE THE LAWS OF PHYSICS" - if we say, the John B., be it x10 or x100 scale, is the size of a x10 unit, then by the Supreme Being, it DOES FIT on a x10 Scale bay!, .

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Sloop John B.

Built: 2173-2179 Gravesend Shipyards Number of Ships: 1 Length: 62 meters Mass: 175.5 Tons
Crew: 1 Acceleration: 7.5 Armed with one laser turret. 22,995,000 credits

The Sloop John B. was commissioned by Tern Roarke in 2173 after he had received a large inheritance from his Grandmother. He wanted a ship that was very fast, could go anywhere, and was very comfortable. It took six years to build as he often halted work to wait for some new innovation to come along. Several times during the ships construction old work was torn out for something new to be put it.

Some people think that Tern used all of his inheritance to build the ship. Others say his Grandmother had much more money than that.

The ship uses a set of compact and very powerful thrusters. They easily provide enough thrust to lift the ship into orbit and no ship or HA produced to date can match its speed. The entire system is vectored so not only is the Sloop John B. incredibly maneuverable but it is also capable of VTOL. Special modifications of the thrust system allow it to be used underwater, though it is only capable of a small part of its normal speed. It has won several races, not that starship racing is all that common.

The sensor system in the ship is one of the best to be found, as well as boasting an Advanced Sensor Package, a target analyzer and a military ECM/ECCM suite.

The ship is SHUNT capable and Tern maintains the drive himself.

The Sloop John B. only needs one pilot but the spacious cockpit has two crew station allowing a second pilot to operate the ECM gear and fire the weapon.

The smooth, flat black surface is nearly invisible to all forms of detection and if the stories are to be believe has parked itself within only kilometers of ships searching for it an never been found. As to why ships search for it, it is said, though no proof has been produced, that Tern engages in smuggling operations.

There are a number of retractable hand and foot holds on the surface that allow the ship to carry up to three HAs. This was a modification one of the shipwrights made after convincing Tern of its usefulness. To date the system has never been used.

It carries triple the amount of fuel ships of the same class carry.

Game Info: For those of you who want it,
-Hull, Medium Heavy Torso, two spaces added, minus two kills. This was done more for the role playing feel. The ship is not a combat unit but a fast racer.
-Medium Heavy standard, unscaled armor.
-A 1 kill laser cannon with a BV of 2 and variable antipersonnel. (scaled up to anti ship, anti mek I would think) 1 Space.
-Mega Heavy Sensors, 1 space.
-60 MA thrusters, double MA to 120 due to corvette form, mated with Verniers, scaled down to 7 spaces (takai desu yo).
-8 MA hydrojets, possibly doubled to 16, but I'm not sure if that would work underwater, scaled down to zero spaces. (It does. AH)
-Armored cockpit in Torso, scaled up to large 2 person cockpit, also an escape pod, 1 space.
-ASP 1 space. -Target Analyzer 1 space.
-ECM, sensor Jamming, lvl 6, scaled down to 1 space.
-ECM, missile jamming, lvl 6.
-ECM Radar Jamming (redundant really) lvl 6.
-ECCM, lvl 6.
-Stereo (of course)
-Anti Theft System (locks on all hatches, retinal scanner in cockpit)
-Spotlights
-Storage Modulex2, one holds a red convertible.
-Damage Control Package. 1 space.
-Cockpitsx4, the stateroom, efficiency to 1 space.
-Cockpitsx2, the dining room galley, 1 space.
-Cockpit, the bathing room, only really useful in a gravity environment. 0 spaces (cheater!!!!)
-Escape Podx2, escape capsules, 1 space.
- +3 Cool, interior and exterior, 0 spaces.
- 3000km of fuel, 1 space.

Other Systems
Supercharged Power Plant
Environmental Protection High Pressure, Space, EM, Reentry
Under Water Verniers +1 MV
ACE +100%
Stealth
Sublight
Hyperlight (Shunt)
VTOL

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RUBY:

Freighter/Passenger Ship
Length:
around 500 meters
Weight: around 60 000 tons
(exact measurements are avoided because I don't actually know what they will be)
Crew: 60-100
Armed with: 1 pop up, Gauss cannon and four pop up, gauss, anti-mecha/missile CIDS.

As with everything, understanding the present requires looking at the past, in this case the history of the Alincourt family and how they came to be where they were.
First of all, the Alincourts decided, very early on (2023), that high technology was the pace to be, and that it was better to find talent in family rather than going to outsiders.
With those two beliefs in mind, the started producing high tech products and set up a internal (home) schooling system that would work to encourage the younger generations natural talents. This way the people who designed the product were part of the family. A strong sense of loyalty has run through the Alincourts since then.
At the time they came to the Cluster the Alincourts had two fields that they had a mastery in. Computers and robotics. Other fields were to be mastered later, and some lost.
When they grew tried of Solingen's behavior they left, heading out to make their own way, and to take on Solingen at a later date.
They arrived in the system they were to call home and set up shop right away. The system was rather sparse with no planets worthy of colonization. The one they set up around was a cold ball of rock with a breathable (barely) atmosphere. It did have a very large amount of mineral riches, which the Alincourts began to exploit, in a way that the Gaians would have disapproved of, immediately.
They built sophisticated robots, controlled by a sophisticated AI (the Alincourts had never cared much for rules) and the robots built more robots. For almost a year the Alincourts lived out of the ship they had come in in tight, uncomfortable quarters (which may explain the importance the family paces on living quarters in the ships they build). After a year the first ring station had been built and they moved in.
From there things continued apace and ten years later the Cylinder was complete as well as a number of orbital factories.
At this time many of the construction robots had their power sources pulled and were mothballed, the majority of the construction completed.
The Alincourts had added two new areas of mastery to their portfolio, ship building and colony building. Now that they had everything set up the question was what business to go into? Of course robots and computers, but they would need more to take on Solingen. Looking around, in secret, they saw there was a market, or there would be, for ships. Ships would also allow them to use their skills with computers and robotics. It was a perfect match.
After several months of discussion (the Alincourts have always been patient) they came up with the type of ship they wanted to build. A general purpose cargo ship, also capable of transporting passengers, designed to allow for Owner/Captains or companies that would own a fleet.
The basic design called for a ship that was fast and could carry a lot of cargo. Speed was important for a number of reasons, one of which was its primary defense was going to entail running. Maneuverability was also important, though the initial designs proved unsatisfactory.
Scattering verniers across the surface, while effective, upset the artistic tastes of the Alincourts. After almost a year of working on it the solution they came up with proved to be elegant and efficient.
The Ruby--as that's what it was called by then, being the first in the 'Precious Stone' line of ships--was always to have a tail in an attempt to capture the feeling of the old schooners and other sailing ship. The tail section was made hollow and some of the thrust from the engine was directed into that space. The surface of the tail was covered in valves which could be opened or closes as needed. Usually this thrust was simply directed out of the rear section to the tail, matching that of the engines, but it could also be directed out of any part of the tail through the closing and opening of the valves.
If directed out of the top part of the tail, it would push the stern down, and the bow up. Directed out of the bottom (the tail hangs over the end of the ship slightly) and the stern in lifted. From the sides it would help the ship turn and out the front to help the ship brake.
Of course there were other verniers, but they were small and unobtrusive. The valves are meant to be as maintenance free as possible but they do require periodic checks and at least once a year they have to be cleaned, from the inside.
With the tail serving as a control surface the Ruby became a very agile ship.
At this point the Alincourts had a ship that was fast, maneuverable, comfortable, and well designed.
It was basically a ship that would be used in traveling between the various colonies. They saw the ship picking up a cargo at Earth (by this time they knew the that USSA had the Shunt Drive) and speeding to a point where it could shunt, shunting, speeding to the orbital colonies (the Ruby was not intended to be able to make planetfall) off loading cargo and passengers, taking on new cargo and passengers, and then heading off to the next stop.
One of the results is that the passenger decks have no gravity. It was not expected that the passengers would be on the ship for anymore than a few days. The crew deck does rotate within the ship since the crew, being on the ship all the time, will need the gravity. A little space was worked over to passenger cabins for passengers who might demand quarters with gravity. The crew quarters are relatively small compared to the passenger quarters, but still comfortable.
The Alincourts also designed the ship so it could be easily modified for other uses. The superstructure was designed to be easy to alter during construction (and somewhat easy to work with after). The pans for variants on the Ruby were prepared, to be used later. Such variants included rotating passenger decks for a lower end luxury cruiser or, more likely, a long term survey ship. While none of these variants had been built by the time the Alincourts threw in with the Battalion they could be.

Game Notes: The Ruby is designed around its main hull, probably medium striker. It also has a tail (wing) and two pods which house the engines. There might also be a secondary hull, it kind of looks that way.

Other Game notes: Many of Tess' ideas for modifying the mecha production plants have been adopted in the ship yards so reduce the cost of all Ruby Cruisers, and any other Alincourt built ship, by 10 to 20 percent. What's more, the Alincourts are experts when it comes to use of space on ship and corvette scale designs and make use of space efficiency at 75% the price of anyone else. Which means, once the design is finished, before cost multipliers and scaling, add up all the CPs spent in efficiency, multiply by 0.25 and subtract this from the cost.

The pictures come from the manga 'The Isollater Gonfalon'. I took them, played around with them a bit, and not very well. The ship design is that of Ayumi Konomichi, but it looked so cool I wanted to use it. Credit where credit is owed.

Weight 60.000 Tn, Crew 100, Cost 265,334.4 CP, MV -0, MP +167%, MA 36

Cost Multipliers: Total multiplier x3.15
-1 Verniers x0.1
Supercharged Powerplant x0.3
ACE +100% x0.2
B-grade Crew (14+1d10) x0.6
Shunt drive x1.25
Fast Sublight drive x0.75
Space & EM protection x0.15
Alincourt modiffier -x0.2

Servos and Armor:
Main Hull - M. Striker Torso 600 Kills 12 spc 8 CP
Tail Fin - Striker Tail 150 Kills 6 spc 3 CP
Port Thruster - Striker Pod 6 spc 3 CP
Stb. Thrusters - Striker Pod, 6 spc 3 CP
Port Secondary Hull - LW Wing 200 Kills 2 spc 2 CP
Stb. secondary Hyll - LW Wing 200 Kills 2 spc 2 CP

Unscaled Striker Armor - (SP 30, DC 10, 3 CP)x6

Weapons:
- Standard CIDS (WA +0, range 9, 5 K, BV inf.) - 0.5 spc 0.172 CP
- Pop-out Gauss Cannon (F arc on Main Hull) - WA +2, range 80, 80 K, 25 shots, 80 Kills, 1 spc, 1 CP

Movement Systems:
MA 36 thrusters - 1 spc on Tail Fin, 12 spc on Truster pods, 12 MA each, 49.9 CP
Verniers - 5 spc on Tail Fin

Sensors (on Main Hull):
Striker sensors - 1 Kills 1 spc 2 CP
Target Annalizer - 0 spc 5,5 cp

Cargo and Crew:
Shuttle hangar (on Secondary Hulls): 1 Shuttle (x10 scale), 6 EVA pods (1:1 scale) - 1 spc 1 CP
Bridge (Main Hull) - 1 spc 1 CP
Crew Quarters (on Secondary Hulls) - 1 spc 1 CP
(note this is space for 320 people. "You Can Say Ample Staterooms".)
10 Cargo Pods (2 on Secondary Hulls, 8 on Main Hull, configurable on each individual ship for Meks, Passengers, Cargo or all of them) - 10 spc 10 CP

Subassemblies:
Stereo, Spotlights (on Main Hull) - 0.3 CP
Docking clamps (Micromanipulators, on Secondary Hulls) x 2 - 0 spc 3 CP
Scape Pods for 400 people - 0 Spc 6 CP
Star Shark look, +2 Cool - 1.5 CP
400,000 Km reaction mass (on Main Hull, Thruster Pods and Tail Fin) - 12 CP
Alincourt efficience cost reduction - 22.3 * 0.25 = -5.5 CP

Game notes:
- 200 Hull Kills for spaces for the "civilian ship" concept.
- Tail hollowed to 1/2 of spaces (a pod would'we been more apropiate fo a "hollow tail", but all we can see it's a TAIL).
- Remember: 1 Cargo Pod = 160 people (80 if Luxury) or 16 Meks or 800 Tn cargo.
- The MA was set as fast as the fastest ship of the sourcebook, the Mercury courier (and that's even faster that a Cavalier)

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The CELESTE:

Ships of Note:
The Rubies are all basically the same except for the 'Celeste'. The Celeste is a Ruby that was modified for stealth. The Alincourts used her to spy on other ship, tailing another ship and seeing how the Ruby compared in respect to speed and maneuverability. As of 2180.10.09 the Celeste was in dock, being overhauled to make her a more useful ship in the war. Refits are expected to be complete in early November.

Cost 318,498.4 CP
Add Stealth (x0.2 multiplier), upgrade sensors to MW, place efficienced ASP and Radio/Radar annalizer on place of secondary hull's cargo pods.

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RUBY CRUISER:

Alincourt/Eleventh Hour Industries

Cruiser
Length:
around 500 meters
Weight: around 80 000 tons (that armour and stuff weights a bit)
Crew: around 250.
Armed with: see below.

When they threw in with the Battalion the Alincourts offered them whatever they could, which was all their Rubies. While the Battalion was more than happy to accept their generosity (well, kind of generosity) everyone knew that the Rubies were not going to be enough. They were not fighting ships and everyone knew that.
The Ruby had been designed with modification in mind and the Alincourts knew their ships. They took a look at the basic plans and all the modification plans and decided it was indeed possible to take the frame works they had for a number of yet to be built Rubies and convert them into combat capable vessels.
So, in the Alincourt was of doing things, they sat and down to discuss it. They were rushed a little by the upper command level of the Battalion.
The Battalion wanted a fast ship, tough, well armed that was able to make planetfall. Something that could take on a ODF or SAC cruiser and come out equal if not on top. These were a lot of things to ask for, but the Alincourts went to work and soon were working.
The ship's had to be strengthened for both combat, to properly mount the armour and weapons it needed and so it was able to handled the incredible stresses of landing and taking off from a planet. This was easy enough to do as the Alincourts already had worked on a modification to the Ruby that would give it re-entry capabilities.
The Alincourts worked as hard as they could at this time to save as much space as possible, still wanting to keep the cabins onboard the ship as large as possible. The Rotating crew section has remained, but now houses the sick bay, gyms, and a few other places where having gravity is desired.
The Ruby Cruiser's mecha bay was in the lower part of the ship, about midships. Three launch tubes ran from the bay towards the front of the ship, a little like torpedo tubes. It made for fast launching, but, initially, recovery was through hatches on the ports and starboard sides of the ship. Such a system made recovering suits during combat a dangerous manoeuvre as it provided an opening right into the ship.
The Alincourts were at first working on putting three recovery tubes in the stern of the ships, between the engines, which would allow for combat recovery. Of course the pilot would be flying directly at the engines which was bound to make things challenging.
Eventually, for recovering craft on the Ruby cruisers, instead of recovery tubes it was used the old XX century US version of the Canberra bomber as a model. The US Canberra had a revolving bomb bay door that pivoted around its fore and aft center. The bomb racks were on the inside surface of the bomb bay door. This way the time that there was an opening in the fuselage was minimized. With the Canberra this was done for aerodynamic reasons, but the principle worked for maintaining armor integrity in a cruiser; a revolving door with mekton attachment points on both sides, and a second armored backstop bulkhead. A recovering mekton matches with the cruiser and grabs the attachments. The door rotates 180 degrees. While the next mekton matches and attaches, the first one releases and moves to the service bays. The process repeats till all mektons are recovered.
An added benefit of this is that the same doors could also be used for launches, increasing the cruisers launch rate, altough the three launch tubes remained as they allow the mecha to be fired out of the ship at around the speed of sound. Another unexpected aditional benefit was, entering a ex-luxury cruiser through a giant "hotel door" was good for morale.
By using a variation of Tess' armour, they were able to put armour on that ship which would hold up much better to the weapons mounted on mecha and some of the lighter guns mounted on ships. (Unless the cost would be prohibitive, the Ruby Cruiser may have scaled armour).
Up to this point the modifications had been fairly subtle and the Ruby Cruiser did not look that much different from their Civilian counterparts. But then the tail section had to be dealt with.
While everyone admitted that the design was beautiful, it was not something that would stand up to cockpit. Only a few small holes in the tail section and its effectiveness as a control surface would be cut drastically.
The tall, beautiful tail was removed and replaced by a squat, more formidable structure that would act as a place for the placement of verniers, and a mounting area for the weapons. As the Ruby Cruiser uses a larger version of the thrust vectoring engine seen in the Arrow, the need for other verniers was limited.
And then there were the weapons themselves.
The primary armament on the Ruby cruiser are the laser cannons set atop each of the tail sections. These weapons are linked so they can fire together, or they can be fired separately. While each gun alone puts out less power than an ODF class 6 starbolt, together they hit with a force greater than that of a ODF Class 8 starbolt.
The recharge rate on the weapons is not terribly fast, but it will compensate for rapid fire, but the energy discharge is less powerful, resulting in a loss in damage and range, though a higher rate of fire. The way it is thought that these weapons will be used is that at long range, they will be fired linked at single ships. When the enemy get closer individual gunner teams will take charge of each weapon and fire rapidly on targets of opportunity.
The lasers are mounted in such a way that they can spin 180 degrees, allowing them to fire both in front and behind the ship. The guns have a certain amount of vertical movement and it would be possible, but for software and physical safeties, for the guns to depress enough to clip their ship's bow.
The next weapon caused some problems. In order to fit the gauss gun they wanted it was required to add a bay to the under side of the ship which would hold the weapon. The ship's designer got very upset over that, demanding that 'such an ugly modification' not be made to the ships. In the end the modification went through and the designers hunger strike lasted no more than two days.
This gun can fire forward and to sixty degrees, port starboard. It can be depressed, but not by more than ten degrees.
After that, several cargo bays were converted over to torpedo bays and to mecha bays. Finish it of were a number of mecha sized guns, scattered over the hull to deal with suits. The weapons are arranged in such away that no area of the ship is left uncovered and in most cases two weapon can concentrate their fire on one area. Of course there are not too many of these guns and it would be easy to overwhelm the gunners by flooding an area with mecha.
The Ruby cruisers, compared to their ODF/SAC counterparts are better protected but under armed. In combat it has been suggested the ship's captain use the Ruby Cruiser's superior speed and agility to their best advantage, keeping out of the enemy ship's arcs of fire and returning fire.
It is planned that each Blade will be based around a Ruby Cruiser (assuming no new blades) by the middle of January, 2181.
Even so, the Battalion, if it brings all of it blades together, will not be able to field a force larger than two of the ODF task forces or the SAC battle groups. The Battalion is still outgunned.

Ships of Notes: While the Ruby Cruiser is destined to become something of a signature ship for the Battalion, by 2180.10.09 only one ship had been completed, the 'Despair' commanded by Captain Lilith Blackhand.

Game notes: As the ruby, but three tail sections and a weapons pod for the gauss gun. Mate at least some of the verneirs with the engines. Shunt capable, of course.

Weight 80.000 Tn, Crew 250, Cost 668,592.8 CP, MV -0, MP +200%, MA 36

Cost Multipliers: Total multiplier x4.18
-2 Verniers x0.2
Supercharged Powerplant x0.3
ACE +100% x0.2
Virtual Controls x0.33
B-grade Crew (14+1d10) x0.6
Cloacking Shunt drive x1.65
Fast Sublight drive x0.75
Transat x0.1
Space, EM & Re-entry protection x0.25
Alincourt modiffier -x0.2

Servos and Armor:
Main Hull - M. Striker Torso 600 Kills 12 spc 8 CP
Tail Fin - Striker Head* 300 Kills 3 spc 3 CP
Port Tail - Striker Head* 300 Kills 3 spc 3 CP
Stb. Tail - Striker Head* 300 Kills 3 spc 3 CP
Port Thruster - Striker Pod 6 spc 3 CP
Stb. Thrusters - Striker Pod 6 spc 3 CP
Port Secondary Hull - LW Wing 200 Kills 2 spc 2 CP
Stb. secondary Hyll - LW Wing 200 Kills 2 spc 2 CP
Gun Pod - Striker Pod 6 spc 3 CP

Scaled Superlight Alpha Armor - (SP 100, DC 200, 6.25CP)x9
*: Yes, Heads. Same cost, spc and Kills that Tails, allows for 360 deegres of fire.

Weapons:
- Laser Cannons (A arc, one on each Tail): 3 x (Portfolio 2 Energy Pools, 400 Kills, 2 spc10.25 CP)
Long Range mode: WA +1, range 55,125 Km, 200 K, W-Up 1, Long Range
Sort Range mode: WA +1, range 400, 100 K, BV 5
- Gauss Cannon (F arc on Gun Pod) - WA +0, range 600, 400 K, 400 Kills, 4 spc 4 CP
Lyons - type Gauss ammo (on Gun Pod): 50 shots of Scatershot ammo, 200 Kills 2 spc 10 CP
- Deluxe CIDS (WA +0, range 13, 10 K, BV inf.) - 1 spc 0.344 CP
- Torpedo Racks (A arc on Main Hull): WA +2, range 140, 150 K, 60 shots, 600 Kills,
Seeking 2 Smart 15, x10 Scale, 2 spc 3 CP

Movement Systems:
Verniers mated with MA 36 thrusters (8 MA on each of Tails, Thruster pods) - 21 spc 70 CP

Sensors (on Main Hull):
Striker sensors - 1 Kills 1 spc 2 CP
Target Annalizer - 0 spc 5,5 cp
Spoting Radar - 400 Kills 10 cp

Cargo and Crew:
Shuttle hangar (on Secondary Hulls): 1 Shuttle (x10 scale), 6 EVA pods (1:1 scale) - 1 spc 1 CP
Bridge (Main Hull) - 1 spc 1 CP
Crew & Marines Quarters (on Secondary Hulls) - 1 spc 1 CP
Cargo (800 Tn) - 1 spc 1 cp
Mecha Bays (on Main Hull): 120 Meks or Fighters - 7.5 spc 7.5 cp

Subassemblies:
X-Links for Laser Guns (A+B, B+C, C+A, A+B+C - 4 total) 8 CP
Mount for Radar - 0 spc 3 CP
Stereo, Spotlights (on Main Hull) - 0.3 CP
Docking clamps (Micromanipulators, on Secondary Hulls) x 2 - 0 spc 3 CP
Scape Pods for 400 people - 0 Spc 6 CP
Fat Star Shark look, only +1 Cool - 1 CP
400,000 Km reaction mass (on Main Hull, Thruster Pods and Tail Fin) - 12 CP
Alincourt efficience cost reduction - 32*0.25= -8 CP

Game Notes:
- Note that there is a 32.5 Km wide zone -betwen 1050 and 400 hexes- where a potential target lies too close for the LR mode and too far for the SR mode, lowering the efective acuraccy from +1 to -1.
- The Alpha armor is "a cheaper version of Tess' armor". Besides, a DC of 200 is MORE that enough.

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Alincourt Ruby-class linners / carriers

These are the Alincourt's luxury linners, refited for military use. Damned fast, damned maneuverables and damned expensives, her's strenghts are her speed and the many mecha and soldiers who can carry; her Capital Torpedoes are a big-walloop, but are too easyly shot down. Still, one can take down an ODF Edelweiss carrier or criple a SAC Legend with one hit.

RUBY CLASS SHIP
Weight 225.000 Tn; Keel Lenght 590 m; Cost 11.803.625.000,00 Credits; 7,5 G Thrust

GAME STATS:
MEDIUM WEIGHT (Turn Mode +6 Hex), 1.180.362,5 CP
MA 60, MV -0 (-3), MP +166%

VIRTUAL CONTROLS, ACE (+100%), SPACE & EM PROTECTION, VERNIERS +4 MV, ACTIVE & PULSE REFRACT CLOACK, SHUNT & FAST SUBLIGHT DRIVES, REGENERATION; x4.45 TOTAL COST MULTIPLIER.

SERVOS AND ARMOR:
SERVO LEVEL KILLS ARMOR SP DC
HULL MW 1200 MW BETA 60 40
RIGHT WING MW 600 MW BETA 60 40
LEFT WING MW 600 MW BETA 60 40
DORSAL WING MW 600 MW BETA 60 40
TAIL WING MW 600 MW BETA 60 40

COMMAND ARMOR: B-MOD -2,5 MV
SERVO LEVEL ARMOR SP DC
HULL MW ABLT 60 -
RIGHT WING MW ABLT 10 -
LEFT WING MW ABLT 10 -
DORSAL WING MW ABLT 10 -
TAIL WING MW ABLT 10 -

WEAPONS:

  • 5 X POINT DEF. BEAM (100 K, WA +1, RANGE 40, Shots Inf.,100 Kills Each, BV 5, ANTI MECHA / ANTI MISSILES.), SPLIT INTO 50 X10-SCALE BATTERIES (10 K, 10 KILLS EACH) OVER THE LOWER FINS (R/L WINGS)
  • 2 X CAP MISS. LAUNCHERS (2000K, WA +0, RANGE 36, 10 SHOTS X 2, 666 KILLS X 2), ONE ON EACH LOWER FIN (R/L WINGS)

SUBASSEMBLIES:

  • BRIGDE IN TOWER, WITH M. Hvy. SENSORS, ASP, RADIO/RADAR & TARGET ANALIZERS, SPOTTING RADAR, x128 RES. INTENSIFIER, ECM(S/M/R)/ECCM (LEVEL 6, RADIUS 1)
  • SHUTTLE & MECHA HANGAR, COCKPIT, CARGO & PASSENGER SPACE ON MAIN HULL (3 SHUTTLES x10 SCALE, 72 MECHA, 10.800 Tn CARGO, 1440 MEN)
  • MA 60 GRAVITIC ENGINES & VERNIERS (MAIN THRUSTERS, 2 x SUB-THRUSTERS) ON TAIL FIN

GAME NOTES:
THE RUBY IS A LIGHT CARRIER WITH 72 FIGHTER AND ARMED WITH 10 CAP SHIP MISSLES

THE LARGE CARGO SPACE IS FOR CONFISCATED GOODS IT HAVES THREE SHUTTLES DOCKED (FOR LANDING OPERATIONS)

POINT DEFENS IS QUITE GOOD
THERE ARE 50 GUNS WITH 10 KILLS MEKTON SCAL
5 100 KILL GUNS TO 50 10 KILL GUNS SPLITTE
5 GUNS STARSHIP SCALE WITH 100 KILLS / 10 IS 50 GUN
I DONT KNOW IF IS IT ALL RIGHT BUT IT IS EASIER TO CALCULATEALL OVER THE SHIP
ALSO 10 CAPITAL MISSILES 2000 KILLS
BOTH UNITS ARE IN THE LOWER FINS OF THE SHARK

BRIGE MAIN SENSOR ARE IN THE TOP FIN
ENGINES IN THE AFT FIN
I USED FOR MAN VENIERS AND ECM AND A LOT OF SENSOR, A LOT OF SPACE EFF

Josef Heilinger
JO71@netway.at

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DIAMOND-CLASS Carrier

GAME STATS: x 100 Scale Starship , MA 361, 250,000 Tn, MV -0 (unscaled weight 71 Tn + Fuel), MP +200%, 1,446,315 CP;
Armament: 1 spinal Megastarbolt ("Big Berta"), 2 laser cannons, 10 laser turrets, 6 torpedo racks, many antimecha guns, 780 suits, crew of 6,000.

SERVOS AND ARMOR:
Main Hull AH Torso (1800K, 18 spc)
2 x Bow Wings AH Wings (900K, 9 spc each)
2 x Stern Wings AH Wings (900K, 9 spc each)
2 x Engine Wings AH "Heads" (900K, 9 spc each)
2 x Rotating Crew Decks SL Pods (2 Spc each)
Weapon Pod SL Pod (2 Spc)
All ten servos: LW Scaled Armor, Alpha (SP 200, DC 200 each)

COST MULTIPLIERS (total multiplier x4.88)
Supercharged powerplant (x0.3), ACE +100% (x0.2), Virtual Controls (x0.33), 16+1d10 (A-grade) Crew (this ship is REDDING FROST's commanding! Anything less would be an INSULT!) (x1.0), Cloacking Shunt & fast Subligth drives (x2.4), +5 MV Verniers mated w/ Thrusters (x0.5), Space, EM and Re-Entry protection (x0.25) & Transat (x0.15), Alincourt modiffier (-x0.2)

WEAPONS:

- "Big Berta" Megastarbolt: Portfolio 3 E-Pool, 60 CP, 1300 Kills, FF fire arc, on Gunpod;
Long Range Fire mode: 500K, WA +2, Long Range 0.48 AU (!), Shots inf
Intensive Fire mode: 500K, WA +0, Range 450, W-Up 3, Megabeam
Maximum Fire mode: 1000K, WA +0, Range 650, W-Up3, Megabeam, must draw 30 energy points from the capacitors BEFORE start charging time
- Capacitors: Power 5 Portfolio 1 E-pool, 6 CP, 400 Kills, on Gunpod
(can divert 5 points of power to the big gun per turn, per standard rules)
- Laser Cannons: Portfolio 2 E-Pools, 400 Kills, 10 CP, A fire arc, one per Engine Wing Weapon Mount;
Long Range mode: WA +1, range 55,125 Km, 200 K, W-Up 1, Long Range
Short Range mode: WA +1, range 400, 100 K, BV 5
- Secondary Laser Turrets: 300K, WA +2, unscaled range 1.75, BV 5, Var. Anti-Mek split as ten 30K, 30 Kills each, Range 175 laser turrets, 22,6 CP total (2,26 CP per turret), A fire arc, one per servo,
- Deluxe CIDS (WA +0, range 13, 10 K, BV inf.), on Main Hull, 0.344 CP
- 6 x Torpedo Rack: 150K, WA +2, Range 140, Shots 20 each, 200 Kills each, 10:1 Scale, Smart 2 Skill 15, 0,7 CP, A fire arc, one per Wing

SENSORS AND SUBASSEMBLIES
MH Sensors, Backups, Spottting Radar, Target & Radio/radar annalizer, x256 Res., on Main Hull
ASP, Level 5 Radius 100 Beaming 600 ECM/ECCM on Main Hull Weapon Mount
Bridge, Battle Bridge, Main Deck, Engineering Deck, Escape Pods (one bank per deck) on Main Hull
8 x Crew Decks (space for 6480 people), 4 x Cargo Decks (16,200 Tn), half on each Rotating Crew Decks
Fligth Decks, Mecha Hangars, Magazines, on Bow Wings (1 crew spc, 5 mecha spcs -one x10 Scale shuttle, 5 EVA pods, up to 390 meks- per wing) - 780 mecha
Thrusters and Verniers on Stern Wings, Engine Wings (7 MA each), Main Hull (8 MA), 100.7 CP
Stereo (Come on!... Wath would you think if not), Damage Control, 10 Spotligths, 4 x Docking Clamps (micromanipulators) on Main Hull
QCM & E-Sys to eject Rotating Deck Crews, Powerplant
1 x Weapon Mounts (one per Engine Wing, 1 on Main Hull)
110,000 Km reaction mass on Main Hull
Space eff: 67,8 (90.5 x 0.75 Alincourt modifier) total

GAME NOTES:
- Note that, after firing the gun on MAXIMUM FIRE mode, it has to recharge for a full 9 Turns! - most combats won't last so much!
- Laser guns identical to the ones of the Ruby Cruiser, one atop each engine pod
- "Covered with mecha weapons..." well, it has the same CIDS as a Ruby cruiser,
and also a number of secondary turrets to use as both anti-mecha and ligth anti-ship secondary weapons
- Note that the "Rotating Deck-mounted" turrets are really on the wing, since the deck crew is wing-mounted :)
- Superb sensors, as befits a flagship and higer commander's ship
- Radius/Beam EW; This "Big Mom" takes care of his small children.
- Being an Alincourt design, you can count this design to have excelent safety measures for the crew, like the whole rotating crew decks acting as escape vehicles.
- Also because of the Alincourt production, it has a -x0.2 cost multiplier and a eff. cost of 75% of normal. This makes cheaper, gamewise, building SL pod with lots of eff instead of bigger ones.
- SAC and ODF policy is to cram the cruisers with suits and to have the carriers at 1/2 to 2/3 capacity. The Battalion has to conform with having its Ruby cruisers at 1/2 to 2/3 (thereby, carrying about as much suits as a SAC or ODF cruiser) and spare wath would be a full cruiser's complement (120 suits) for the Starblade (which carries about the same mecha as an Edelweiss usually does, and 1/3 of a Legend's usual complement)

"Look," Redding said as he activated the holo projector. Above their
heads the Alincourt carrier took shape. "Diamond Class, expected to be
finished in three days. One thousand, three hundred and sixty two
meters long, a beam of one hundred and ninety meters, at its widest.
Covered in Miss Belin's armour, everything in on the cutting edge."
Placide could not help but be impressed. She had never seen such a
beautiful ship. It looked long, the bow section coming to a point. Just
behind the bow were a set of short wings with, what looked like flatted
sphere set in them. The hull widened slightly, but was still slim for most
of its length. The last third got wider, the full one hundred and ninety
meters. There On the stern there looked to be two sets of wings, one
coming off the hull's top and one set on the bottom. On the tips of the
bottom wing structures were pod like structures. Set into the bottom
wings were structures similar, though larger, to the ones set in the
front set of wings.
Set beneath the ship was a large, secondary structure. A huge weapons
pod.
"What are those sphere like things?"
"Rotating crew decks."
"A little open aren't they?"
"The Alincourts would not be dissuaded. They say that Miss Belin's
armour will protect them. They also feel that no one is likely to be in
their quarters during combat."
"Why did you let a bunch of civilians design that ship?"
"As if I had a choice."
"Okay, so the rear wings, the top one look like they hold engines."
"Right. They also offer some protection to the crew decks on the lower
wings. Notice how they angle down, the tips of the upper wings actually
end below the lower wings."
"Nice. So, what are the pods on the lower wings?"
"Engines."
"The bow wings, what are they for?"
"They contain some of the mecha bays. Suits launch along the ship's path
of travel, and can be recovered at the rear of the wing at the same
time. " "
"Clever. Is it battle worthy?"
"We'll know when we take it into battle."
"So we have carrier. What are they calling it?"
"The Starblade."
"Isn't that the name of your ship?"
Redding simply nodded.
"Isn't having two ships named the same thing considered, unlucky or
something?"
"I don't know if it is unlucky, but I have been informed my ship has been
retired from active service. The carrier is my new command."
"Since when do they tell Admirals what to do?"
"What could I do? Tell them 'no'? What other ship am I going to command?"
"Well," Placide paused. "Congratulations?"
Redding smiled and shut off the projector. "I guess I don't have much
right to complain. It is a ship that any Captain would kill to command."

Notes on the Diamond Carrier (The Starblade)

If you are wondering what this ship looks like, and with my description
who could blame you, I am thinking of the Super Strike TA-29 from the
Manga Version of Yamamoto Yooko. What a sweet ship, and Yooko is so
kawaiiiiiii! Take away the raised, bridge like pod from the ship's stern
and its a dead ringer.
With the title and everything you may be able to find an image of this
beautiful ship on the web somewhere, or find the manga itself. Dragon
Comics, story by Takashi Shouji and art by Youichi Kadoi.
Now, this ship makes a nice carrier, plenty of room for suits and fighter.
Sad part is that the Battalion will not be able to fill its mecha bays
anywhere near full.
In battle it is supposed to use its fighters for protection and offensive
operations, like most carriers. As pointed out its fighter complement is
not at full.
The Carriers used by the ODF and SAC also seem to do double duty as
battle wagons, with big, scary guns.
The Diamond Class just did not manage that. It is covered with mekton
scale weapons though, which makes it very difficult, if not suicidal, for
mecha pilots to close on this girl.
There are also a few anti-ship weapons, but they are all fairly light,
except...
There is a pod under this ship, which looks very ugly, which holds a big,
honking cannon. Sort of your standard Anime big gun. Can be used
accurately at extremely long range, though it delivers less power, or at
shorter range (though still relatively long) on sort of a mega beam
setting. Boom.

Comfortable cabins all around, new, new tech. Both the Battalion's and
the Alincourt 's flagship.
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