STARBLADE BATTALION
ELEVENTH HOUR INDUSTRIES ARROW 01 INTERCEPTOR/STARFIGHTER
Story - Shawn Hagen (www.netroute.net/~hagen)
Artwork - Team NMM (www.geocities.com/tokyo/2027)
HTML Sheet - LITTLE LOCUS (www.geocities.com/Area51/Chamber/6243)
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Mekton Stats:
Configuration |
MV |
MR |
LAND MA |
AIR MA |
Humanoid |
-0 |
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4
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23
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Fighter |
-2 |
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-
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46
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Maneuver pool: |
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Main Systems: x2.65 |
Powerplant XS: 1 |
Space, EM & Re-Entry |
Transform: Fighter, Transat |
Efficient Transformation |
Weapon Network |
+2 Verniers (mated thrusters) |
ACE +100%, Virtual Controls |
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Mecha combat skills:
Mecha piloting |
+MR=
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Mecha fighting |
+MR=
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Mecha melee |
+MR=
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Mecha gunnery |
+MR=
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Mecha missiles |
+MR=
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SERVO |
LEVEL |
KILLS |
ADD+ |
ARMOR |
SP |
DC |
HEAD |
M. Striker |
4
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-
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M. Striker |
4
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4
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TORSO |
M. Striker |
8
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-
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M. Striker |
4
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4
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R.ARM |
M. Striker |
5
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+1
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M. Striker |
4
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4
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L.ARM |
M. Striker |
5
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+1
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M. Striker |
4
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4
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R.LEG |
M. Striker |
5
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+1
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M. Striker |
4
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4
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L.LEG |
M. Striker |
5
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+1
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M. Striker |
4
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4
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R. WING |
M. Striker |
4
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-
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M. Striker |
4
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4
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L. WING |
M. Striker |
4
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-
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M. Striker |
4
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4
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Name |
Weight |
Height |
Cost |
Speed |
EHI Arrow 01 |
40 Tn |
12 m |
623.86 |
5.75 G |
Cockpit |
#Crew |
Type |
Enc. |
Options |
Torso |
1 |
Virtual |
Armrd |
M-Pod |
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Subassemblyes |
Loc |
K |
ECM (vs. missiles, level 4) |
Torso |
- |
Anti Theft (Thumb Scanner) |
Torso |
- |
Spotlight |
Torso |
- |
Spotlight |
Head |
- |
2 x Weapon Pylons |
R/L Wing |
- |
+3 Cool |
All |
- |
2000 Km Fuel (9.1 Tn) |
All |
- |
Weight Eff. (-14.8 Tn) |
- |
- |
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Notes: Fited with ASP, Target Analizer
Sensors |
Main |
Backup |
Loc |
Head |
Torso |
Range |
26 Km |
1 Km |
Comm |
2300 Km |
300 Km |
Kills |
3 |
2 |
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Movement Systems:
System |
Loc |
K. |
Thruster (12 MA) |
RL |
- |
Thruster (12 MA) |
LL |
- |
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SHIELD |
DA |
SP |
DC |
AbC |
Loc |
Notes |
-
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-
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-
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- |
-
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-
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-
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Weapon systems:
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Weapon |
WA |
Range |
Damage |
Shots |
Kills |
Location |
Notes |
Right / Left Hand |
+0 |
-
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1k+1k each |
-
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1 / 1 |
RA/LA |
Quick, Handy |
Laser Pod |
+1 |
-
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"4"
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inf.
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4
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Head |
Dedicated Counter-Missile |
Counter Missiles |
+0 |
-
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"1"
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10
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0,7
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RA |
Dedicated Counter-Missile |
Counter Missiles |
+0 |
-
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"1"
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10
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0,7
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LA |
Dedicated Counter-Missile |
Ex 1 Plasma Cannon |
+1 |
10/100 |
6K
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inf.
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6
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2H |
Burst Value 5 |
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Notes: From the production Diary of Tess Belin, dated 2180.09.10
The Arrow 00 was everything I wanted, unfortunately it was not
everything that the Battalion wanted. The main problem, as pointed
out to me often By Dr. Mako, was the cost. We managed to achieve
everything we wanted, but the cost was too high.
The Arrow 01 is a compromise. We made changes to it, balancing
a reduced cost with the need to keep its combat effectiveness
rating high. We looked at the Arrow 00 and asked what the big
ticket items were. What were the most expensive features.
The first thing to go was the ECM suite and the expert system
we built to run it. I was not surprised, the system was dangerously
close to an AI in many ways and no one seems willing to break
the law on their construction. Instead of a full ECM/ECCM suite
we simply put in a missile jamming system of lesser quality.
The next thing were the engines. By accepting a slower top speed
we were able to cut the costs significantly. The Arrow 01 is still
a fast craft. In its slowest form only the Zephyr, the Cavalier
starfighter, the Viggen, and the Vogel starfighters are faster,
and none of them are more maneuverable. When it converts to fighter
form it will easily be able to leave all the above craft behind
it.
Weapons saw the next change. We initially replaced the two Lyon
Class rail rifles with Roberts type plasma rifles in the 00. The
01 was given only one cannon, with a bit more power than the weapons
the 00 was equipped with. Then we pulled the forearm shields.
Overall, the 01 will serve admirably. Initial reports from the
test pilots seem good. There are few complaints and all those
are easily enough dealt with. We expect to go into production
in two to three weeks.
Report on the Arrow 01, Lt. Bernard Sims, Test Pilot.
Basically, the thing that threw me the most about this plane is
its transformation sequence. It is just unbelievable. I thought
it would be jerky, you know, kind of like getting bounced around
in a roller coaster, but it was nothing like that. It was so smooth.
I'll admit, the way the sensors picture shifts around you, and
your cockpit chair spins about (has to so you maintain proper
seating within the craft -not important in zero-G but in gravity
it would be a major problem if it didn't) can be a bit disorientating.
Made me feel nauseous for s few seconds the first five times.
Another little shock comes from the way the engines perform. Once
you've shifted, they put out twice as much thrust. I had the suit
pushed to the max when I shifted and was almost blown away by
the sudden acceleration. I've never flown anything that fast before
the Arrow. As long as your ready for it, no problem. Any pilot
not expecting it will be in a lot of trouble.
Overall, I like the weapons. They are simple, functional, and
do their job. The main cannon is a dream, just keeps firing, not
a worry about ammunition, and it will blow an interceptor away
with a single burst. Against bigger suits, I figure you've got
to be fast, push the suits speed and maneuverability, hit and
fade, hit and fade until your target goes up.
The laser pod in the head is great as well, I love just being
able to hold a trigger down and watch missiles go up. The chaf/heat
launchers in the shoulders are a nice addition. They blow a cloud
of garbage out that confuse the hell out of the missiles. All
of those combined with the ECM make it possible to slip a huge
amount of missiles and get in close to your target.
The universal pylon mounts on the wings confused me a bit. That
you couldn't initiate the transformation sequence with them on
(well you can, but you shear loose all the missiles) bothered
me. Still does, but I see the value in it. We've practiced bombing
runs were we have a big old torpedo on each wing, and small target
runs were the wings just bristle with cluster missiles.
You go in their fast, release your payload, shift over, and finish
targets up with proper application of the main cannon. Shift back
into fighter, and your out of the area before your targets are
sure what happened.
Still wish I could keep the missiles when I shift, and use them.
I guess you can't have everything.
So, it handles like a dream, has speed to spare, fights like a
cornered rat, and looks, well it just looks beautiful. All sleek
and everything. It almost looks fragile. That's deceiving though,
it can take hits that cripple other suits and it can keep going.
Only problem, no close in weapons. I know we're supposed to avoid
getting in close, to just beat the hell out of our target from
a distance, but I must admit, I like getting in close.
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