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.
HOUR 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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