Gundam Warships for the "Mecha!" RPG System ______________________________________________________________________ First Draft July 2003 by Linwood Foster III devillin@juno.com 1.0 Introduction After many years of announcing this project, I finally decided to finish it up. Sources for the ship stats listed here include: the "Comparison of Ships in 0083" article from UC Herald 2 forwarded to me by Mark Simmons, stats from the Big List of Mecha and the FAHQ webpage put together by Burke Rukes, and extrapolation of lineart from Entertainment Bible 37. In combining stats from these different sources, I came upon errors in the weapons listings for several of these warships. In most cases, I decided to go with what I could see in the lineart versus the stats listed in other places. In going with generic names for the warship weapons for Mecha!, I renamed many of the cannons listed in the various Gundam stats. The original names and their Mecha! equivalents are as follows: mega-particle cannon = super cannon, sub gun = secondary cannon, laser/machinegun/secondary/anti-aircraft cannon = anti-mecha cannon, missile launcher = missile bay, and launch catapult = mecha repair bay. 2.0 Warship Combat Warships in Mecha!, in most cases, use the same rules as regular mecha in combat. All are considered as Super Heavy-class mecha for weight, and all have the ability to Dodge. However, exceptions come into play when mecha and warships interact with each other. The exceptions are as follows: 1) Cruiser cannons and missiles roll 1D10 to hit. Anti-mecha guns use 2D6 to hit. 2) Due to having dozens to hundreds of crewmembers, cruisers are able to fire on multiple targets with no penalties. 3) Secondary cannon are -2 to hit mecha. Main Cannon are -3 to hit mecha. Super Cannon are -4 to hit mecha. 4) If a mecha is within 5" of a ship, it may participate in that ship's anti- missile defense. 5) A ship must spend 1 AP to launch each mecha. The mecha travels a distance equal to their movement for 1 A.P. 6) Damaged or retreating mecha can board any ship with repair bays up to the ship's maximum number of mecha. The mecha must be able to move the equivalent of 1 AP to board the ship. 7) A ship may spend 1 AP each round to repair any damaged mecha onboard. Each bay can repair 20 points of mecha per round, until the full point cost of the mecha is repaired. 8) CRUISER MODIFIED CRITICAL HIT TABLE Automatic: lose 1 die armor, 1 missile pod, plus the following: 1 Lose 1" from movement limit. 2 One weapon destroyed. 3 Lose two weapons. 4 One mecha repair bay destroyed, including any suits inside. 5 One missile bay destroyed. Roll 1D6 damage for each remaining missile. Additional critical hits may be rolled. 6 Catastrophic: roll again. 1-3 Bridge wiped out. No helm or movement. Weapons may continue to fire. 4-5 Main Reactor destroyed. No weapons or defense shields. Ship may continue to move. 6 Cruiser explodes. Normal detonation rules. FEDERATION 0079-0083 Era White Base Pegasus-Class Mobile Suit Carrier SI=45. Movement limit 5", 1"/AP. Two super cannon batteries: 2 5D6, 50", RoF 1. One main cannon battery: 2 4D6, 40", RoF 1. Eight anti-mecha batteries: 2 1D6, 20", RoF 1. Eight missile bays. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 6 mecha. One homing pod. 5D6 regular armor, 4D6 heavy armor. Cost: 1600. Magellan Battleship SI=90. Movement limit 5", 1"/AP. Seven main cannon batteries: 2 4D6, 40", RoF 1. Fourteen anti-mecha batteries: 2 1D6, 20", RoF 1. Four missile bays. One homing pod. 4D6 regular armor, 3D6 heavy armor. Cost: 2300. Public Assault Ship SI=10. Movement limit 20", 4"/AP. Two large missiles: 4D6, 40". 1D6 regular armor. Cost: 295. Columbus Transport SI=10. Movement limit 12", 4"/AP. Four mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 80 mecha. 2D6 regular armor. Cost: 330. Salamis Cruiser SI=50. Movement limit 12", 3"/AP. Six main cannon: 4D6, 40", RoF 1. Ten anti- mecha batteries: 2 1D6, 20", RoF 1. Eight missile bays, two missile pods. One homing pod. 2D6 regular armor, 1D6 heavy armor. Cost: 1400. Albion Pegasus-Class Mobile Suit Carrier SI=90. Movement limit 5", 1"/AP. Two super cannon: 6D6, 60", 1/6. Two main cannon batteries: 2 5D6, 50", RoF 1. Two secondary cannon batteries: 2 3D6, 30", RoF 1. Eighteen anti-mecha batteries: 2 1D6, 20", RoF 1. Four missile bays. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 6 mecha. 5D6 regular armor, 4D6 heavy armor. Cost: 2300. Salamis v.0083 Cruiser SI=80. Movement limit 12", 3"/AP. Three main cannon batteries: 2 4D6, 40", RoF 1. Seven main cannon batteries: 4D6, 40", RoF 1. Seven anti-mecha batteries: 2 1D6, 20", RoF 1. Nine missile bays, two missile pods. 2D6 regular armor, 1D6 heavy armor. Cost: 1900. Modified Magellan Battleship SI=95. Movement limit 5", 1"/AP. Seven main cannon batteries: 2 4D6, 40", RoF 1. Sixteen anti-mecha batteries: 2 1D6, 20", RoF 1. Four missile bays. One homing pod. 4D6 regular armor, 3D6 heavy armor. Cost: 2600. Birmingham Battleship SI=90. Movement limit 5", 1"/AP. One super cannon: 6D6, 60", RoF 1/6. Five main cannon batteries: 2 4D6, 40", RoF 1. Four secondary cannon: 3D6, 30", RoF 1. Twelve anti-mecha batteries: 2 1D6, 20", RoF 1. Seven missile bays. 5D6 regular armor, 4D6 heavy armor. Cost: 2600. Zeta/ZZ Era Ahgama Mobile Suit Carrier SI=45. Movement limit 5", 1"/AP. Two super cannon: 6D6, 60", RoF 1/6. Four main cannon: 4D6, 40", RoF 1. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 8 mecha. 4D6 regular armor, 3D6 heavy armor. Cost: 1000. Radish Irish-Class Battleship SI=45. Movement limit 5", 1"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. Five main cannon: 4D6, 40", RoF 1. Three mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 8 mecha. 4D6 regular armor, 3D6 heavy armor. Cost: 1200. Modified Salamis Cruiser SI=65. Movement limit 12", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. Five main cannon: 4D6, 40", RoF 1. Ten anti-mecha batteries: 2 1D6, 20", RoF 1. Eight missile bays, two missile pods. One mecha repair bay: repairs and restocks 20 points of damage or supplies every round. Carries 4 mecha. One Homing Pod. 2D6 regular armor, 2D6 heavy armor. Cost: 1900. Alexandria Heavy Cruiser SI=65. Movement limit 12", 2"/AP. Four main cannon batteries: 2 4D6, 40", RoF 1. Two main cannon: 4D6, 40", RoF 1. Eight anti-mecha batteries: 2 1D6, 20", RoF 1. Four mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 10 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 2000. Hario Heavy Cruiser SI=75. Movement limit 12", 2"/AP. Six main cannon batteries: 2 4D6, 40", RoF 1. Two main cannon: 4D6, 40", RoF 1. Six anti-mecha batteries: 2 1D6, 20", RoF 1. Four mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 10 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 2100. Dogos Gear Battleship SI=160. Movement limit 5", 1"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. Three main cannon: 4D6, 40", RoF 1. Two secondary cannon batteries: 3 3D6, 30", RoF 1. Four secondary cannon batteries: 2 3D6, 30", RoF 1. Four secondary cannon: 3D6, 30", RoF 1. Thirty-five anti-mecha batteries: 2 1D6, 20", RoF 1. Seven mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 30 mecha. 5D6 regular armor, 4D6 heavy armor. Cost: 4600. Lombardia Cruiser SI=25. Movement limit 16", 2"/AP. Two super cannon: 6D6, 60", RoF 1. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 10 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 500. Near Ahgama Mobile Suit Carrier SI=55. Movement limit 5", 1"/AP. One super cannon: 6D6, 60", RoF 1/6. Two secondary super cannon: 5D6, 50", RoF 1/5. Two double main cannon batteries: 2 4D6, 40", RoF 1. Two main cannon: 4D6, 40", RoF 1. Two secondary cannon: 3D6, 30", RoF 1. Five mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 12 mecha. 4D6 regular armor, 3D6 heavy armor. Cost: 1800. CCA/0091-V Gundam Era La Chatta Cruiser SI=60. Movement limit 12", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. Two secondary batteries: 2 3D6, 30", RoF 1. Twelve anti-mecha batteries: 2 1D6, 20", RoF 1. Six missile bays. One mecha repair bay: repairs and restocks 20 points of damage or supplies every round. Carries 4 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 1900. La Cairum Mobile Suit Carrier SI=90. Movement limit 5", 1"/AP. Four main cannon batteries: 2 4D6, 40", RoF 1. Twenty-Two anti-mecha batteries: 2 1D6, 20", RoF 1. Six missile bays. Three mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 8 mecha. 5D6 regular armor, 4D6 heavy armor. Cost: 2600. Space Ark Training Cruiser SI=40. Movement limit 12", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. Six anti-mecha batteries: 2 1D6, 20", RoF 1. Six missile bays. One mecha repair bay: repairs and restocks 20 points of damage or supplies every round. Carries 4 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 1300. Modified Alexandria Heavy Cruiser SI=90. Movement limit 12", 2"/AP. Six main cannon batteries: 2 4D6, 40", RoF 1. Twelve anti-mecha batteries: 3 1D6, 20", RoF 1. Four mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 10 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 2300. Reinforce Light Cruiser SI=65. Movement limit 12", 3"/AP. Four main cannon batteries: 2 4D6, 40", RoF 1. Eight anti-mecha batteries: 3 1D6, 20", RoF 1. Four missile bays. One mecha repair bay: repairs and restocks 20 points of damage or supplies every round. Carries 6 mecha. 2D6 regular armor, 1D6 heavy armor. Cost: 1700. Reinforce Junior Cruiser SI=105. Movement limit 14", 2"/AP. Six main cannon batteries: 2 4D6, 40", RoF 1. Sixteen anti-mecha batteries: 3 1D6, 20", RoF 1. Three mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 14 mecha. 3D6 regular armor, 2D6 heavy armor. One force screen. Cost: 3000. Sinope Support Craft SI=20. Movement limit 20", 4"/AP. Two missile bays. One mecha repair bay: repairs and restocks 20 points of damage or supplies every round. Carries 2 mecha. 2D6 regular armor. Cost: 400. White Ark Cruiser SI=40. Movement limit 10", 2"/AP. One super cannon: 6D6, 60", RoF 1. Eight missile bays. One mecha repair bay: repairs and restocks 20 points of damage or supplies every round. Carries 4 mecha. 3D6 regular armor, 2D6 heavy armor. One force screen. Cost: 700. ZEON (DELAZ/AXIS/NEO-ZEON) 0079-0083 Era Doros Heavy Carrier SI=75. Movement limit 6", 2"/AP. Eight main cannon batteries: 2 4D6, 40", RoF 1. Two anti-mecha batteries: 2 1D6, 20", RoF 1. Seven mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 182 mecha. 2D6 regular armor, 2D6 heavy armor. Cost: 2000. Chibe Heavy Cruiser SI=65. Movement limit 6", 2"/AP. Two main cannon batteries: 3 4D6, 40", RoF 1. Eighteen anti-mecha batteries: 2 1D6, 20", RoF 1. Twelve missile bays. 3D6 regular armor, 2D6 heavy armor. Cost: 1900. Gwajin (Gwaden) Battleship SI=60. Movement limit 5", 1"/AP. Three main cannon batteries: 2 4D6, 40", RoF 1. Fourteen anti-mecha batteries: 2 1D6, 20", RoF 1. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 20 mecha. 4D6 regular armor, 3D6 heavy armor. Cost: 1850. Musai Light Cruiser SI=35. Movement limit 12", 3"/AP. Three main cannon batteries: 2 4D6, 40", RoF 1. Twelve missile bays. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 3 mecha. One Komusai. 2D6 regular armor, 1D6 heavy armor. Cost: 1100. Komusai Support Craft SI=10. Movement limit 12", 4"/AP. Two anti-mecha cannon: 1D6, 20", RoF 1. Carries 2 mecha. 1D6 regular armor. Cost: 200. Zanzibar Cruiser SI=45. Movement limit 10", 2"/AP. One main cannon battery: 2 4D6, 40", RoF 1. Four super cannon: 5D6, 50", RoF 1/5. Five anti-mecha batteries: 2 1D6, 20", RoF 1. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 6 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 1200. Zanzibar (Lili Marleen) SI=65. Movement limit 10", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. Four secondary cannon batteries: 2 3D6, 30", RoF 1. Eight anti-mecha batteries: 2 1D6, 20", RoF 1. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 6 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 1600. Musai (Peer Gynt) Cruiser SI=65. Movement limit 12", 3"/AP. Five main cannon batteries: 2 4D6, 40", RoF 1. Ten anti-mecha batteries: 2 1D6, 20", RoF 1. Ten missile bays. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 4 mecha. One Komusai II. 2D6 regular armor, 1D6 heavy armor. Cost: 1800. Komusai II Shuttle SI=10. Movement limit 12", 4"/AP. Two anti-mecha cannon: 1D6, 20", RoF 2. Carries 2 mecha. 1D6 regular armor. Cost: 250. Zeta/ZZ Era Modified Musai Cruiser SI=50. Movement limit 12", 3"/AP. Two super cannons: 6D6, 60", RoF 1/6. Three main cannon batteries: 2 4D6, 40", RoF 1. Two secondary cannons: 3D6, 30", RoF 1. Twelve missile bays. One Komusai. 2D6 regular armor, 1D6 heavy armor. Cost: 1500. Endora Cruiser SI=50. Movement limit 12", 2"/AP. Two super cannons: 6D6, 60", RoF 1/6. One main cannon battery: 2 4D6, 40", RoF 1. Five main cannons: 4D6, 40", RoF 1. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 6 mecha. One Komusai. 3D6 regular armor, 2D6 heavy armor. Cost: 1400. Gwadan Battleship SI=60. Movement limit 5", 1"/AP. One super cannon: 6D6, 60", RoF 1/6. Two main cannon batteries: 2 4D6, 40", RoF 1. Fourteen anti-mecha batteries: 2 1D6, 20", RoF 1. Three mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 20 mecha. 4D6 regular armor, 3D6 heavy armor. Cost: 1800. Gwanban Battleship SI=50. Movement limit 10", 1"/AP. Three super cannons: 6D6, 60", RoF 1/6. Five main cannon: 4D6, 40", RoF 1. 4D6 regular armor, 3D6 heavy armor. Cost: 1150. Chibe Modified Heavy Cruiser SI=70. Movement limit 6", 2"/AP. Two main cannon batteries: 3 4D6, 40", RoF 1. Eighteen anti-mecha batteries: 2 1D6, 20", RoF 1. Eight missile bays. One mecha repair bay: repairs and restocks 20 points of damage or supplies every round. Carries 8 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 2100. Sadaran Battleship SI=130. Movement limit 5", 1"/AP. Two super cannons: 6D6, 60", RoF 1/6. Six main cannon batteries: 2 4D6, 40", RoF 1. Thirty-one anti-mecha batteries: 2 1D6, 20", RoF 1. Six missile bays. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 10 mecha. One Komusai II. 5D6 regular armor, 4D6 heavy armor. Cost: 3800. CCA/0091-V Gundam Era Reyullura Battleship SI=130. Movement limit 5", 1"/AP. Seven main cannon batteries: 2 4D6, 40", RoF 1. Twenty anti-mecha batteries: 3 1D6, 20", RoF 1. Six missile bays. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 20 mecha. 5D6 regular armor, 4D6 heavy armor. Cost: 3700. Musaka Cruiser SI=65. Movement limit 12", 2"/AP. Four main cannon batteries: 2 4D6, 40", RoF 1. Twelve anti-mecha batteries: 2 1D6, 20", RoF 1. Six missile bays. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 4 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 1800. CROSSBONE VANGUARD/ZANSCARE EMPIRE Zamouth Gar Battleship SI=75. Movement limit 5", 1"/AP. Seven main cannon batteries: 2 4D6, 40", RoF 1. Six anti-mecha batteries: 2 1D6, 20", RoF 1. Four mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 10 mecha. 5D6 regular armor, 4D6 heavy armor. Cost: 2000. Zamouth Gess Cruiser SI=30. Movement limit 12", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 4 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 750. Zamouth Giri Battleship SI=50. Movement limit 5", 1"/AP. Four main cannon batteries: 2 4D6, 40", RoF 1. Six anti-mecha batteries: 2 1D6, 20", RoF 1. One mecha repair bay: repairs and restocks 20 points of damage or supplies every round. Carries 4 mecha. 4D6 regular armor, 3D6 heavy armor. Cost: 1500. Zamouth Nada Destroyer SI=25. Movement limit 12", 3"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. Two missile pods. 2D6 regular armor, 1D6 heavy armor. Cost: 650. Adrastea Battleship SI=125. Movement limit 5", 1"/AP. Eight main cannon batteries: 2 4D6, 40", RoF 1. One main cannon battery: 3 4D6, 40", RoF 1. Thirty-seven anti-mecha cannon: 1D6, 20", RoF 1. 4D6 regular armor, 3D6 heavy armor. Cost: 3000. Amalthea Heavy Battleship SI=60. Movement limit 5", 1"/AP. Four main cannon batteries: 2 4D6, 40", RoF 1. Eight missile bays. 5D6 regular armor, 4D6 heavy armor. Cost: 1250. Callisto Command Cruiser SI=40. Movement limit 12", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. Four missile bays. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 4 mecha. One homing pod. 3D6 regular armor, 2D6 heavy armor. Cost: 900. Einerad Support Craft SI=15. Movement limit 16", 4"/AP. Two secondary cannon: 3D6, 30", RoF 1. One missile bay. 2D6 regular armor. Cost: 400. Lysithea Strategic Cruiser SI=50. Movement limit 12", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. Twelve anti-mecha batteries: 2 1D6, 20", RoF 1. Two missile bays. Two mecha repair bays: repairs and restocks 20 points of damage or supplies every round per bay. Carries 6 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 1300. Squid Control and Defense Battleship SI=80. Movement limit 5", 1"/AP. Eight main cannon batteries: 2 4D6, 40", RoF 1. Eight missile bays. Ten Keilas Guilie. 4D6 regular armor, 3D6 heavy armor. Cost: 6000. Keilas Guilie Attack Satellite (Slave) SI=20. Movement limit 10", 2"/AP. One super cannon: 6D6, 60", RoF 2. 3D6 regular armor, 2D6 heavy armor. Cost: 400.