The Kiki

The Thunder Clap

Juliet Class Frigate

Hourglass Battleship

Kirin Missile Carriers / Chain Cruisers


The Kiki
Shingo Miya's ship

The 'Kiki' was a small SAC ship, a fast corvette, stripped of most of its weapons, carrying some of the best sensors designs the SAC could provide. It was Shingo's first command, and he was more than a little proud.

Game stats: x 100 Scale Starship , MA 24, 30.000 Tn, MV -1 (honest! unscaled weight 13.8 Tn + Fuel!), 414.000 CP; Shunt & Fast Sublight drives, Space Hidraulics (+1 Space), Space protection, B-Grade (14+1d10) crew - x2.75 cost multiplier.

Center Hull - Striker Torso, 400 K, 9 Spc (200 Kills traded for spaces), SP 70, DC 10 unscaled armor
- Mecha bay: flight of 4 Mecha, 1 picket-duty starfighter, shuttle (x10 scale).
- Crew section (90 men).
- 250 Tn cargo (a year's food & water suply, spare parts, mek ammo and 50 Tn to spare!)
- MgHvy sensors, ASP, Tgt. & Radio/radar analizer, x128 res. intenssifiers, Level 5 ECCM, 11 spc eff.
- Pop-Out Gauss CIDS (Same as the Deltaboat Cutter; 10 K, BV inf, range 13, 360 ?, x1 scale, Var. anti-missile, 10 Kills, etc...)
- Gauss Battery (50 K, x10 Scale, +0 WA, 50 range, 50 Kills) w/ 20 shots of AP ammo.
- Spotting radar in external mount.
- +3 Tech annalizer, 3 Spotlights, E-pod, QCM & E-sys for powerplant, Stereo (Shame on you if not!), docking clamps (micromanipulators).

Thruster blocks - 2 x Striker pods w/ SP 50, DC 10 unscaled armor each.>BR> - Thrusters: 6,9 Spc on each Pod
- 375.000 Km Reaction mass

Notes: It has more hull SP that a Master class cruiser but hey, it's less space to cover with the same plating and less armor total. The ECCM (better for a scout ship than ECM, I guess) was set at exactly 1 less that Sloop John B.'s (surprise, surprise!). Liberal ussage of space eff. on sensors represents extreme quality electronics. The only main battery is able to hold off a battlerider, but is not on par with a cruiser.



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 managing to destroy the much larger ship.

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 (Supplies 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)



SAC frigate, 'Juliet' Class.

A short ship, at almost three hundred meters keel lenght, a boxy shape and massing just below 40.000 metric tons.

Designed for convoy duty, she has powerful weapons for her size but is not as powerful as a cruiser. She's also a somewhat slow (although still faster than most civilian ships) and short-ranged (not being expected to engange on the extended missions a cruiser is sometimes asigned to) ship . This ship is intended to (and is more that capable of) dealing with any pirate raider which atacks her convoy; altough it has a pair of mecha for recon and picket duty, she depends on the suits carried by other convoy members against mecha atacks.

Game stats: x 100 Scale Starship , MA 12, 38.000 Tn, MV -X, 126.180 CP;
Shunt & Fast Sublight drives, Space Hidraulics (+1 Space), Space protection,
B-Grade (14+1d10) crew; x2,6 Total cost multiplier.

Center Hull - Striker Torso, 600 K, 7 Spc, SP 70, DC 10 unscaled armor
- Rotating Crew section (90 men).
- 2 x Medium Starbolts (500 K, WA +1, Range 225, W-Up 1, 500 Kills each), FF Fire Arc
- 2 x Naval Gauss Howitzers (50 K, x10 Scale, +0 WA, 50 range, 20 shots each, 50 Kills each, Kinetic ammo), one F Fire Arc, the other R Fire Arc
- QCM & E-Sys for Powerplant

Superstructure - Striker "Head", 300 Kills, SP 50 DC 10 unscaled armor
- Mecha bay: 2 picket-duty starfighters o interceptors
- Bridge, Sickbay, Striker sensors, scape pods, spotlight, damage control, Stereo, Spoting Radar on mount

Thruster blocks - 2 x Striker pods, SP 50, DC 10 unscaled armor each.
- Light Torpedoes Launchers x 2 (100 K, WA +0, range 110, 10 shots each, 65 Kills each, Smart-2, skill 9, x10 scale), one on each block.
- Naval Gauss Turrets x2 (10 K, WA +0, range 30, 25 shots each, 10 Kills each, BV 5, x10 scale), one on each block
- Cargo bays: 225 Tn on each block, docking clamps (micromanipulators) x2
- Thrusters: 1 Spc on each block
- 100.000 Km Reaction mass

The most famous Juliet-class frigate is the Perth, comanded by Lieutenant Commander Dawn Collins, who deserted the SAC to join the Starblade Battalion on 2180.07.17. The Perth's Shunt drive was given cloacking capabilities (Game Note: total cost 140200 CP) just after the battle at Deon.

Notes: It has more hull SP that a Master class cruiser but hey, it's less space to cover with the same plating and less armor total. The Starbolts are standard SAC ones (one less that a Master-class cruiser). We know the Perth to have 2 Gauss guns big enough to be worth firing at a carrier, but not able to overcome 90 SP armor; it also has the same anti-mek Gauss armament as a Journeymen-class battlerider (the ones it used to kill the MS mecha at Deon)[Actually, on Deon the Perth just fired its normal gauss cannons and starbolts from orbit, turning the area where the MS suits were into a landscape evocative of the moon, and really ruining the Midnight Sun's day; SH]. A few torps never hurts, and are SAC's standard armament.



ODF BattleshipHOUR GLASS - Class ODF Battleship

The new, and until recently sperimental, ODF "Big Battle Wagon". The first one built (and long time the only one on existence), the "Hour Glass", serves as the nucleus, instead of a carrier, for the "Chain Gang" assault force. Another famed Hourglass-class battleship was the "DC", Placide Strazza's commanding, which was the Batallion's second largest starship.

Game stats:
Weight 750.000 Tn, Crew 700, Cost 1,040,612.5 CP, MV -8, MA 10
Cost Multipliers: Total multiplier x3.15
Crew (13+1d10) x0.4
Cloacking Shunt drive x1.65
Fast Sublight drive x0.75
Transat & VTOL x0.15
Space, Re-entry & Underwater protection x0.2

Servos and Armor:
Bridge (L. Heavy Head) 700 Kills 7 spc 7 CP 110 SP DC 100 11 CP
Main Hull (M. Heavy Torso) 1600 Kills 16 spc 16 CP 110 SP DC 100 11 CP
Nosecone (L. Heavy Head) 700 Kills 7 spc 7 CP 110 SP DC 100 11 CP
Port Wing (L. Heavy Wing) 700 Kills 7 spc 7 CP 110 SP DC 100 11 CP
Starboard Wing (L. Heavy Wing) 700 Kills 7 spc 7 CP 110 SP DC 100 11 CP
Port Hull (M. Heavy Tail) 800 Kills 8 spc 8 CP 110 SP DC 100 11 CP
Starboard Hull (M. Heavy Tail) 800 Kills 8 spc 8 CP 110 SP DC 100 11 CP
Port Gunpod (M. Heavy Pod) 0 Kills 16 spc 16 CP 110 SP DC 100 11 CP
Starboard Gunpod (M. Heavy Pod)0 Kills 16 spc 16 CP 110 SP DC 100 11 CP

Weapons (Total of weapon spc eff., 9.3 CP):
-2 x Class 6 Naval Gauss (one on each Pod, FF arc):
WA -2, range 1200, 800 K, 20 shots of Kinetic ammo (400 Kills) each, 800 Kills each, 7.2 spc, 9.6 CP each
-4 x Class 8 Starbolts (two on Nosecone, two on Main Hull, FF arc):
WA +1, range 450, 500 K, shots inf, 500 Kills each, 5.6 spc each, 5.6 CP each
-4 x Class 4 Naval Gauss (two on each Wing , two F arc and two R arc):
WA +2, range 1200, 400 K, 20 shots of Kinetic ammo (200 Kills) each, 400 Kills each, 4.3 spc each, 5.8 CP each
-4 x Class 6 Starbolts (two on each Sec. Hull , two F arc and two R arc):
WA +1, range 350, 300 K, shots inf., 300 Kills each, 3.4 spc each, 3.4 CP each
-Class 7 Torpedos (Nosecone, A arc):
WA +0, range 140, 170 K, 10 shots, 110 Kills, x10 scale, Smart 2 skill 9, 3.3 spc, 3.3 CP
-Class 7 Torpedos (Main Hull, A arc):
WA +0, range 140, 170 K, 100 shots, 110 Kills, x10 scale, Smart 2 skill 9, 3.3 spc, 3.3 CP
-Class 5 Torpedos (P. Gunpod, A arc):
WA +1, range 110, 150 K, 20 shots, 200 Kills, x10 scale, Smart 2 skill 9, 6.6 spc, 6.6 CP
-Class 5 Torpedos (S. Gunpod, A arc):
WA +1, range 110, 150 K, 20 shots, 200 Kills, x10 scale, Smart 2 skill 9, 6.6 spc, 6.6 CP
-10 x Class 1 Gauss Turret (Bridge, A arc):
WA +0, range 80, 20 K, 30 shots (20 Kills) each, 20 Kills each, x10 scale BV 4, var. Anti-Mek, 9 spc, 9 CP

Movement Systems: 101.7 CP
MA 2 thrusters (Main Hull)
MA 4 thrusters (S. Sec. Hull)
MA 4 thrusters (P. Sec. Hull)
Variable Hidrojets

Sensors:
A. Heavy sensors (Main Hull): range 3000, comm. 300,000 - 300 Kills 1 spc 22 CP
Backup (Bridge): range 100, comm. 3000 - 200 Kills 2 spc 2 CP
Both fitted with Marine Suite - 0 spc 2.5 CP

Cargo and Crew:
Bridge (Bridge) - 1 spc 1 CP
Secondary Bridge (Main Hull) - 1 spc 1 CP
Crew Deck (Main Hull): 640 people - 1 spc 1 CP
Engineeering Deck (Main Hull) - 1 spc 1 CP
Flight Deck (Main Hull): 2 shuttles (x10 scale), 12 mecha - 0.5 spc 0.5 CP
Cargo (Main Hull) 3200 Tn - 1 spc 1 CP

Subassemblies:
Battlerider Mounts ( 16 Br's, 8 per Sec. Hull) - 48 CP
Spotlights (on Main Hull) - 0.3 CP
Scape Pods for 800 people (on Bridge and Main Hull) - 0 Spc 12 CP
400,000 Km reaction mass

Game Notes:
- If she looks like on the sourcebook, she's got two BIG pod-mounted guns at the end of the wings (the Class 6 Naval Gauss), several spinal almost-so-big guns (the Class 8 Starbolts), and at least four other forward-firing "lesser" guns (Class 6 Starbolts and Class 4 N. Gauss), she's at least as big as an Edelweiss carrier, with similar stern secondary hulls, she's a bit bigger, and has really BIG armor.
- Build more or less after the servos, subassemblies and secondary armament of an ODF carrier.



Kirin

The 'Kirin' is an old cruiser class, a big ship. Being built before the ODF's secret creation, it lacks the sub-like construction of modern ships. Also lacks the Wotan's quad Starbolt array on secundary hulls, having all its main weapons spinal-mounted. The know ships in class includes the "Kirin", the "Manacle" and the "Cage", all three of which were lost, destroyed (Kirin, Cage) or so badly damaged that had to be scrapped (Manacle) on the last battle of Ranoxis.

Most Kirin cruisers, including the "Kirin" itself, were rebuilt as a missile carriers. Second line support, usually carries long range missiles. The missile bays are located in the center of the ship. They use to have second-rate crews and see little, if any, combat.

The Chain Cruisers, including the "Manacle" and the "Cage", are basically old Kirin Cruisers that have been refitted to make them obscenely tough. None of the Chain Gang cruisers carry mektons, and crew space is even tighter than on board normal ODF vessles (but it is still a damn sight better than Gaol), but the ships carry a lot of weapons and can even do ramming maneuvers if needed. Pure assault ships, and when they get into that kind of battle, crew fatalities will be just sick, but that is what everyone wanted anyway. Crew quality is of course awful, but for the "Manacle", Captain Magadine Visin's ship, who acording to Colonel DeViers do shows some promise (read: Visin is darn good to be able of doing anything with her crew!)


"Kirin" Missile Carrier
Game Stats:
Weight 200,000 Tn, Crew 300, Cost 174,757.7 CP, MV -3, MA 13
Cost Multipliers: Total multiplier x2.65
Crew (13+1d10) x0.4
Cloacking Shunt drive x1.65
Fast Sublight drive x0.75
Space Hidraulics & Space Protection x-0.5

Servos & Armor:
Center Hull - MW (1200 Kills), w/ MW armor (SP 60, DC 100)
Bridge - MW (600 Kills), w/ MW armor (SP 60, DC 100)
Nosecone - MW (600 Kills) w/ MW armor (SP 60, DC 100)

Weapons:
Strike Missiles (Nosecone, A arc): WA +2, range 1711.25 Km, 700 K, 2 shots, 90 Kills, LR
Strike missiles (Center Hull, A arc):WA +2, range 1711.25 Km, 700 K, 4 shots, 180 Kills, LR
10 x Class 1 Gauss Turret (Bridge, A arc):
WA +0, range 80, 20 K, 30 shots (20 Kills) each, 20 Kills each, x10 scale, BV 4, var. Anti-Mek

Systems:
MA 13 thrusters (Center Hull)
MW sensors (Bridge): range 2,000 Km, comm 150,000 Km, 200 Kills
Bridge (Bridge) - 1 spc
Crew Deck (Bridge): 360 people - 1 spc
Main Cargo deck (Nosecone): 1800 Tn - 1 spc
Secondary Cargo deck (Main Hull): 1080 Tn - 0.6 spc
Flight deck (Nosecone): 2 x shuttle (x10 Scale), 26 x mecha - 1.3 spc
3 Spotlights (on Main Hull)
Scape Pods for 300 people (on Bridge and Main Hull)
400,000 Km reaction mass

Game Notes:
- Big ship; 1 Hull Size greater than the Wotan
- Old ship; 1 SP level less than the Wotan
- No backup armament (was removed in order to place more big missiles), old sensors, Space Only and second-line crew.
- Moderate mecha complement (and most of them are industrial units to help recharge the missile launchers) and large cargo space to hold more missiles, at 22.5 Tn per missile (albeit recharges takes about 12 full hours per missile)


"Manacle" and "Cage" Chain Cruisers:
Game Stats:
Weight 200,000 Tn, Crew 300, Cost 232.176.3 CP, MV -7, MA 13
(Manacle: Cost 248.198.8 CP)

Cost Multipliers: Total multiplier x1,9
Cloacking Shunt drive x1.65
Fast Sublight drive x0.75
Space Hidraulics & Space Protection x-0.5
D-Grade Crew (8+1d10) x0.0
(Manacle: Crew (12+1d10) x0.2)

Servos & Armor:
Center Hull - MW (1200 Kills) w/ MW armor (SP 80, DC 100)
Bridge - MW (600 Kills) w/ MW armor (SP 80, DC 100)
Nosecone - MW (600 Kills) w/ MW armor (SP 80, DC 100)

Weapons:

2 x Class 6 Starbolts (Center Hull , FF arc): WA +1, range 350, 300 K, shots inf., 300 Kills each
2 x Class 4 Naval Gauss (Center Hull, FF arc): WA +2, range 1200, 400 K, 20 shots of Kinetic ammo (200 Kills) each, 400 Kills each
10 x Class 1 Gauss Turret (Bridge, A arc): WA +0, range 80, 20 K, 30 shots (20 Kills) each, 20 Kills each, x10 scale, BV 4, var. Anti-Mek
Class 7 Torpedos (Bridge, A arc): WA +0, range 140, 170 K, 10 shots, 110 Kills, x10 scale, Smart 2 skill 9
Class 7 Torpedos (Nosecone, A arc): WA +0, range 140, 170 K, 20 shots, 220 Kills, x10 scale, Smart 2 skill 9
Class 5 Torpedos (Nosecone, A arc): WA +1, range 110, 150 K, 20 shots, 200 Kills, x10 scale, Smart 2 skill 9
Ram (Nosecone): WA +0, Melee range (!!!), 400K+100K AP, 400 Kills, "Entangling"

Systems:
MA 13 thrusters (Center Hull)
MW sensors (Bridge): range 2,000 Km, comm 150,000 Km, 200 Kills
Bridge (Bridge) - 1 spc
Crew Deck (Bridge): 360 people - 0.5 spc
Main Cargo deck (Nosecone): 360 Tn - 0.2 spc
Flight deck (Nosecone): 1 x shuttle (x10 Scale)- 0.3 spc
Spotlights (on Main Hull) - 0.3 CP
"E-Sys" on each airlock to space the entire crew in case of mutiny
400,000 Km reaction mass

Game Notes:
- "Obscenely tough" - 1 SP level greater than the Wotan
- "Opening up on suits with both starbolts," - two spinal Class 6
- Note the crew has HALF the needed space - like carrying two people on a passenger space. Also note the meager supplies onboard and the lack of escape pods AT ALL!
- Lots of missiles in place of half the crew and the mecha space
- A funny ram, really a reinforced bow (blame Shawn for it!). Entangling -rather "Skewering" :)
Note that marines can board the skewered, I mean ramed, ship.
- Two light Naval Gauss to round the weaponry
- The speed: As seen on Episode 27, if they get into starbolt's range on 80 seconds and into the mecha's range into 120 seconds, with a SAC mecha missile range of 80 and speed of16, and an unscaled range of the Class 6 starbolts of 3.5, we have 3.5=sqrt((120-80/100)(16+V)+((80*80)/100)/100)) , V=13. So no one's gonna say I put the speed arbitrarily :)



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