III. Mekton Campaign Settings

=============================================================================

A.  Mekton II and Mekton Empire : Algol and the Bendari Spiral Arm:

        This campaign setting is the one created specifically for Mekton by
the creators of the Mekton game.  Algol is the planet put forward in the
Mekton II rulebook and the Bendari Spiral Arm is the portion of the galaxy
in wwhich this planet exist.  The planet Algol is populated by the descendents
of a group of refugees from the Empire.  The planet is undergoing an ice age
similar to the one which occurred on Earth.  Prehistoric-type dinosaurs roam
the still habitable portions of the planet, making mektons necessary to simple
travel and eventually necessitating the invention of the roadstriker class
mecha for civilian use, as the ice age forced a migration of monsters into the
human held sectors of the planet.  Due to an alien attack soon after making
planetfall, the humans are just now recovering from a dark age and recovering
their original level of mecha technology and have been cut off from the Empire
for centuries.
	Offplanet, the Empire has finally won the war that the Algolians were
fleeing.  The Aggendi have been reduced to remnants of their former strength,
but other races loom on the horizon, and somewhere, there is the feeling that
the Aggendi massmind may be forming again. . .
        I [James] have generated a complete time line for this universe.  If
anyone wants a copy, they can probably ask me.

=============================================================================
B.  Jovian Chronicles:
        The Jovian Chronicles setting takes us out of the original Mekton
world and universe and puts us into a universe nearer and closer to home:
Our own solar system.  The Jovian Chronicles contains no interstellar travel,
but rather places you in the middle of an war between opposing factions in the
space colonies surrounding our own sun.  If you play Jovian Chronicles, we'd
like to hear from you here.  By the by, Jovian Chronicles is heavily based
on space combat and has rules changes to reflect it.  I personally like those
changes and use them in my own campaign.

=============================================================================
Mekton Zeta mecha for Mekton Empire:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
=============================================================================
1)  David Crowe's Designs:

a) From: David Crowe 
   [Algol]EMA-108 Vantage

Almost the same as the Vigil, the Vantage's improvements are Alpha armor, 
Radar ECM, overcharged powerplant and a plasma LAW instead of an autofire head 
laser. 
The MA and MV are a little better too.  Its beam saber will eat up a 
Deathstalker with a Rastas in close combat, but a Deathstalkers superior 
flight speed may allow it to play keep-away.

The old Vantage is
MV-6 156.8 CP and 78.4 tons

EMA-108 Vantage
189.3 CP
MV -4 Cost Land MA 5, Flight MA 13
55.5 tons

Servos & Armor
Torso-MW with MS-alpha armor 17 cp
Head-MW with MS-alpha armor 11cp
R. Arm-MW with MS-alpha armor 12 cp
L. Arm-MW with MS-alpha armor 12 cp
R. Leg-MW with MS-alpha armor 12 cp
L. Leg-MW with MS-alpha armor 12 cp
Total Cost 76 CP Total Kills: 70

Weapons
Plasma Rifle WA +1, Rng. 8, Dmg 6K, Shots inf., 6 Kills, Loc R. Hand, 
Spc. 7, Handheld, -2 spc. eff. Cost 10
 
Plasma Launcher WA +1, Rng. 10, Dmg 10K, Shots 1, 1 Kill, Loc R. Hand, 
Spc 6.6, Handheld, fragile, Cost 6.6

Beam Sword WA +1, Rng. M, Dmg 4K, Shots inf., 1 Kill, Loc R. Hand, Spc. 
4, Cost 4

Missiles WA -1, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc R. Arm , Spc. 
3.5, Linked to other arm Cost 3.5

Missiles WA -1, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc L. Arm , Spc. 
3.5, Linked to other arm Cost 3.5

Missiles WA -1, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc R. Leg, Spc. 
3.5, Linked to other leg Cost 3.5

Missiles WA -1, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc L. Leg, Spc. 
3.5, Linked to other leg Cost 3.5 

R Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  RA, spc 1  Quick, 
Handy Cost 2
L Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  LA, spc 1  Quick, 
Handy Cost 2
Total Weapon Cost 38.6 CP  Total Kills 22

Sheild- MS, DA-2, 8 kills, Spc. 1, loc. L Arm, cost 8

Sensors LW loc. Head, 1 Kill, 1 space cost 1
ECM Radar 3 Loc. head, spc. 4, cost 4
Head cockpit, no options

Links, Arm missiles, leg missiles cost 6
Total Option costs: 19

Fuel 1000 KM, 5 tons
Thrusters MA 13 27 CP + -8 eff.  12 Torso, 3.5 per leg.  Total 31 CP

Base Cost cost 164.6 CP

Cool Overcharged powerplant (.15)
164.6x1.15=189.3 CP

==========
b)  From: David Crowe 
    [Algol]IMK-08 Deathstalker

The new missile rules in Zeta make the Deathstalker's Death Blossom 
somthing to worry about a little more (the bulk of those missiles can 
theoretically hit a target now).  
It got lighter, but more expensive in the conversion.  The 
Deathstalker is somewhat dependant on its sheild, which can be a problem 
since it won't take but 3-4 hits.  It is faster than a Vantage or Vigil and 
should hang back and shoot from safety.

The old Deathstalker is 134.3 CP, MV -5 and 67.2 tons

IMK-08 Deathstalker
183.8 Cp
MV -4    Land MA 5, Flight MA 16
56.7 tons


Servos &Armor
Torso-HS with MS armor  14cp
Head-HS with MS armor 9 cp
R. Arm-MS with MS armor 9 cp
L. Arm-MS with MS armor 9 cp
R. Leg-HS with MS armor 10 cp
L. Leg-HS with MS armor 10 cp
R. Wing-MS with no armor, 3 kills, 6 spaces 4 cp
L. Wing-MS with no armor, 3 kills, 6 spaces 4 cp
Total Kills: 43  Total cost 69 CP

Weapons

Autocannon WA 0, Rng. 6, Dmg 4K Shots clips, 4 Kills, Loc. R. Hand, Spc 
4.2, Burst Value 3, -3.8 spc. eff., cost 9.9 cp
*Standard ammo clip  10 shots, 1 kill, .8 spc cost .8 cp
*Armor Piercing clip 5 shots, 1 kill, .4 spc cost 1.6 CP

AP laser WA +1 Rng 6  Dmg 2K Shots inf 2 Kills Loc H Spc 3  
Anti-personnel only cost 3 cp

Rastas (melee weapon) WA 0, Rng. (throw) Dmg 4K, shots inf. 4 Kills, Loc 
R Hand,spc 2.4, thrown, cost 2.4 cp

Missiles WA +1, Rng. 9, Dmg 4K, Shots 10, 3 Kills, Loc R. Wing, Spc. 
5.8, Linked to other wing Cost 5.8 cp

Missiles WA +1, Rng. 9, Dmg 4K, Shots 10, 3 Kills, Loc L. Wing, Spc. 
5.8, Linked to other wing Cost 5.8 cp

Death Blossom WA 0, Rng. 8, Dmg 1K, shots 50, 3 Kills, Loc. Torso, spc. 
7.5, cost 7.5 cp

R Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  RA, spc 1  Quick, 
Handy Cost 2 cp

L Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  LA, spc 1  Quick, 
Handy Cost 2 cp
 
Total weapon cost 40.8 cp  Total kills 23

Sheild MH-ablative  DA -1  12 Kills Loc LA spc. 1 cost 7.5 cp
Sensors Str. loc. Head, 1 Kill, 1 space cost 2 cp
Link-wing missile pods cost 3 cp
Head cockpit-no options
Fuel 5.2 tons

Thrusters MA 14 29.8 cp + -15.3 eff.  2.5 Torso, 6 per leg.  37.5 cp

Hot overcharged power plant.  159.8 x 1.15= 183.8 CP

==========
c)  From:  David Crowe
    [Algol]EMA-121 Armored Mako

The Armored Mako is mentioned a lot in the Techbook but was never written
up.  The general assumption from the text seemed to be that it was a
Gundam-like high-end suit, with sophisticated systems and excellent
reflexes. There was a writeup for the Mako in the Tactical Display that I 
have painstakingly converted from the MZ-The Movie system to the regular 
Zeta Plus rule.  The Mako they wrote up there is a brick suit, with heavier 
armor, weapons and servoes than any other Algol Mek.  

It is also as fast and as manueverable as a brick.  The Hellwing was
designed to counter the Mako.  If it is within range, the Mako can eat a 
Hellwing for breakfast, since it is one of the only Elaran meks that has 
standard firepower capable of cracking the Hellwing's barrier

EMA-121 Armored Mako
359.3 CP
85.8 Tons
MV -5  Land MA 2 Flight MA 12

Servos & Armor
Torso-AH with SH armor 28 cp
Head-MH with SH armor 18 cp
R. Arm-MH with SH armor 19 cp
L. Arm-MH with SH armor 19 cp
R. Leg-MH with SH armor 19 cp
L. Leg-MH with SH armor 19 cp
Pod MH with SH armor  18 cp
Total Cost: 140 CP Total Kills: 132

Weapons

Beam Smartgun WA +2, Rng. 11, Dmg 8K, Shots inf., 8 Kills, Loc 2-H, Spc
18, BV 4, -27 spc. eff. Cost 58.5
 
Energy Claymore WA +2 Rng. M, Dmg 12 K, Shots 7 TIU, 3 Kills, Loc 2-H, spc
15.8, Rechargeable, 7 Turns in use, Cost 15.8 

Missile pod WA -1, Rng. 8, Dmg 5K, Shots 8, 3 Kills, Loc RA, Spc. 3,     
-.2 spc. eff, Linked to other arm Cost 3.3 

Missile pod WA -1, Rng. 8, Dmg 5K, Shots 8, 3 Kills, Loc LA, Spc. 3,     
-.2 spc. eff, Linked to other arm Cost 3.3 

R Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  RA, spc 1  Quick,
Handy Cost 2

L Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  LA, spc 1  Quick,
Handy Cost 2

Total weapon Cost 84.9 CP.  Total Kills 19

Sensors MH loc. head.  3 kills, 1 spc, cost 16 CP
             Backup loc. torso 2 kills, 2 spc., cost 2 CP
Torso cockpit, E pod  2 spaces,  cost 2 CP
Liftwire, lock, 2 lights in torso .9 CP
Link for missile pods   3 CP

Fuel 1000 KM + 7.8 tons

Thrusters 12 MA 38.6 CP  9 per leg, 16 in pod, 2.6 Torso  38.6 CP

Base Cost 287.4 CP

Hot powerplant (-.1)
Env. Protection: Space (.05)
Maneuver Verniers +3 5 RA, LA, T  (.3)

Total Modifiers= .25

287.4 x 1.25= 359.3 CP

============
d) From:  David Crowe
   [Algol]EMA 216-X Comet

The old Comet had a design oversight that I fixed: No space environmental 
protection.  The mines it had were nukes, which back in MTS only acted
like a megabeam.  Since there is no such option for Z+ missiles, I went with
Blast 1 instead. The beam sabers and head laser are identical to weapons 
from the Vantage and Vigil.  This was the only conversion where the new 
and old costs were identical.  The Comet is faster than the Shaitan and
has a heavier (if oddball) primary weapon.  We won't know how it fares
against Orbital meks until I convert the one in the Tactical Readout from
MZ the Movie.
 
The old Comet is MV-3, 395 CP and 79.7 tons

EMA 216-X Comet 
395 CP 
51.7  tons
MV -3/-5    Land MA 6    Flight MA 16/32

Servos & Armor
Torso-MW 10 Kills, 16 Spaces with MW-A Armor 19.5 cp
Head-MW with MW-A Armor 13.5cp
R. Arm-HS with MW-A Armor 13.5 cp
L. Arm-HS with MW-A Armor 13.5 cp
R. Leg-LH with MW-A Armor 15.5 cp
L. Leg-LH with MW-A Armor 15.5 cp
Total Cost: 91 CP Total Kills: 80


Weapons

Laser Net WA 0, Rng. 8, Dmg 6K, Shots. inf., 6 Kills, Loc T, RA, LA, Spc
25, 60 degree Wide Angle, Variable antimissile, -15.5 spc. eff. Cost 45.2

Pulse Laser WA 0, Rng. 4, Dmg 3K, Shots 5, 1 Kill, Loc Head, Spc. 5, BV 5, 
fragile, -.7 eff Cost 6

Beam Sword WA +1, Rng. M, Dmg 4K, Shots inf., 1 Kill, Loc R. Hand, Spc. 4,
Cost 4
 
Beam Sword WA +1, Rng. M, Dmg 4K, Shots inf., 1 Kill, Loc R. Hand, Spc. 4,
Cost 4

Mines WA 0, Rng 0, Dmg 8K, Shots 2, 1 Kill, Loc RL, spc 2.4, Mine, Blast
1, cost 2.4
 
Mines WA 0, Rng 0, Dmg 8K, Shots 2, 1 Kill, Loc LL, spc 2.4, Mine, Blast
1, cost 2.4

R Hand  WA 0, Rng M, Dmg 1K, Shots NA., 1 Kill, Loc  RA, spc 1  Quick,
Handy Cost 2
 
L Hand  WA 0, Rng M, Dmg 1K, Shots NA., 1 Kill, Loc  LA, spc 1  Quick,
Handy  Cost 2
 
Total weapon cost 68 CP  Total kills 13

Sensors Str. loc. Head, 1 Kill, 1 space cost 2 cp

Cockpit, torso, no options
Splitting for Laser Net T, RA, LA    6 CP
Fuel 1000 KM, 4.7 tons

Thrusters, MA 16 31 CP + -19.8 spc. eff. Rt. Leg 8 MA, Left Leg 8 MA
Total CP 
40.9

Base cost 207.9

Cool Supercharged power plant (.3)
Transformation (.55): Fighter (.3), Transat (.15), Weapon Network (.1) 
Env. Protection: Space (.05)

Total Modifiers .9

207.9 x 1.9=395 CP

=============
e) From:  David Crowe
   [Algol]IMK-17X Shaitan

The Shaitan is supposed to be the Kargan equivilant of the Comet.  They
have almost the same base cost.  The Pulse Cannons were originally BV 
Infinite,but that has become rather complex, so I just made them BV 8.  Part 
of the gunand ammo (5.5 spaces) are split with the torso.  Like a gyro-mount, 
I guess.

The plasma swords are the most impressive weapon the Shaitan carries.  One
hit can lop off the limb of most opposing Meks.  The Pulse Cannons won't 
work against the Comet's Alpha armor, and the Comet's laser net does enough
damage to penetrate the Shaitan's armor with the first hit. The Comet can 
also run away much faster than the Shaitan. 
  

IMK-17X Shaitan
250.8 CP (313.5 CP for officer version)
MV -3    Land MA 6, Flight MA 15
47.3 tons

Servos &Armor
Torso-HS with HS-A armor 16.3 cp
Head-HS with HS-A armor 4 kills, 7 spaces  10.3 cp
R. Arm-HS with HS-A armor 4 kills, 10 spaces  12.3 cp
L. Arm-HS with HS-A armor 4 kills, 10 spaces  12.3 cp
R. Leg-HS with HS-A armor 12.3 cp
L. Leg-HS with HS-A armor 12.3 cp

Total Kills: 64 Total cost 76.8 CP

Weapons

Adv. JAC Rifle WA +1, Rng 9, Dmg 4K, Shots clips, 4 Kills, Loc 2-H & T,
spc 22.5, BV 4, Multi-feed 2, cost 22.5
*Std. Clip Shots 10, 2 Kill, loc. T, spc. 2.3 Standard ammo cost 2.3 CP
*AP Clip Shots 3, 1 Kill, loc. T, spc. .7, Armor Piercing ammo cost. 2.7
CP

Pulse Cannon WA +2 Rng 6 Dmg 1K, shots inf. 1 Kill, Loc RA, spc. 6, BV 8, 
linked, -6.7 spc. eff. Cost 16 CP

Pulse Cannon WA +2 Rng 6 Dmg 1K, shots inf. 1 Kill, Loc LA, spc. 6, BV 8, 
linked, -6.7 spc. eff. Cost 16 CP

AM Laser WA +1, Rng (8), Dmg 4K, shots inf. 4 Kills Loc. Head, spc 6 
Anti-missile only, 6 CP

Plasma sword WA 0, Rng M, Dmg 8K, Shots 10, 2 Kills, Loc R-hand, spc 6.5,
cost 6.5 CP

Plasma sword WA 0, Rng M, Dmg 8K, Shots 10, 2 Kills, Loc R-hand, spc 6.5,
cost 6.5 CP
 
Missiles WA 0, Rng 10, Dmg 2K, shots 8, 1 Kill, Loc RA, Spc 2.4 Linked
Cost 2.4 CP

Missiles WA 0, Rng 10, Dmg 2K, shots 8, 1 Kill, Loc LA, Spc 2.4 Linked
Cost 2.4 CP
 
R Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  RA, spc 1  Quick,
Handy Cost 2 cp
 
L Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  LA, spc 1  Quick,
Handy Cost 2 cp
 
Total Weapon Cost 87.3 CP  Total Kills: 21

Sensors Str. loc. Head, 1 Kill, 1 space cost 2 cp
Links-arm missile pods, pulse cannons, rifle & torso cost 9 cp
Torso cockpit

Fuel 1000 KM 4.3 tons

Thrusters MA 15  26.6 CP+ -14.6 spc. eff  6 spc RL, 6 spc LL  33.9 CP

Bases cost 209 CP

Cool overcharged powerplant (.15)
Space env. protection (.05)
Optional basic cloak for Officer Type [(.3)]

209 x 1.2+ 250.8 CP
209 x 1.5= 313.5 CP Officer Type

=========
f)  From:  David Crowe
    [Algol] KMM-19X Crusader

The Crusader is the Kargan's autopiloted atrocity machine.  It is one of
the very few Algol Meks with sensors above the Striker level.  Its linked AP
blades are nasty if it gets in close, and with its high MA, that shouldn't be a 
problem.  This is a very high endurance Mek, with no ammo restrictions and
a grav drive eliminating the need for fuel.  It is still a viable fighting
machine even if everything but the torso is shot off.

The old Crusader is MV-2, 574.8 CP and 33 tons

KMM-19X Crusader
506.2 CP
MV -1 Land MA 6, Flight MA 14 Grav, 20 Grav & Thrusters 
33 tons

Servos & Armor
Torso-HS with LH-beta armor 20.5 cp
Head-S with HS-alpha armor 9.3 cp
R. Arm-MS with MW-alpha armor 12.5 cp
L. Arm-MS with MW-alpha armor 12.5 cp
R. Leg-MS with LH-alpha armor 13.8 cp
L. Leg-MS with LH-alpha armor 13.8 cp
Total Cost 82.4 CP Total Kills: 71

Weapons
Blade WA +2 Rng M Dmg 4K, Shots na, 4 Kills, Loc. RA, spc 2, Quick, AP,
-14 spc. eff Cost 23 CP
 
Blade WA +2 Rng M Dmg 4K, Shots na, 4 Kills, Loc. LA, spc 2, Quick, AP,
-14 spc.eff Cost 23 CP
 
Multi-shot Beam WA +1, Rng 6, Dmg 4K, Shots inf., 4 Kills, loc. RA, BV 3,
-8.6 eff. Cost 14.9 CP
 
Multi-shot Beam WA +1, Rng 6, Dmg 4K, Shots inf., 4 Kills, loc. LA, BV 3,
-8.6 eff. Cost 14.9 CP
 
AP Shot WA +2, Rng 5, Dmg 1K, Shots inf., 1 Kill, Loc H spc 2, AM/AP only,
60 degree Wide Angle, -11.6 spc. eff Cost 19.4 CP
 
Heavy Shot WA +1, Rng 11, Dmg 8K, shots inf, 8 Kills, Loc. T spc 3, -9
spc. eff. Cost 16.5 CP

R Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  RA, spc 1  Quick,
Handy Cost 2
L Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  LA, spc 1  Quick,
Handy Cost 2
Total Weapon Cost 115.7 CP  Total Kills 27

Sensors LH, Loc H, 2 Kills, 1 spc, cost 12
Backup     loc. T, 2 kills, 2 spc,. cost 2

Cross-link for blades, cross-link for multi-shot beam, light  Cost 7.2 CP
Internal re-entry package split between RL and LL    9 CP
Torso Cockpit, no options

Fuel 1000 KM, 5.1 tons

Weight efficiency -23.1 tons 46.2 CP

Gravitics MA 14 23.1 CP +-20.1 eff.  3 spc. Torso 33.2 CP
Thrusters MA 6 7.4 CP + -3.4 eff  1.5 RL, 1.5 LL 9.1 CP

Base Cost 270.6

Hot supercharged Powerplant .3
Internal Automation level 5, Portfolio 3  Pilot, Gunnery, Mecha Melee .35
Env. Protection space .05

270.6 x 1.7= 460 CP + 46.2 CP= 506.2 CP

g)  From:  David Crowe
    [Algol] EMA-223X Fireball

Rather than being 2-handed, the Fireball's E-pool is now on 2 weapon
mounts (The miniature has over-the shoulder guns, and the Guncannon has
always been a favorite of mine, hence the change). Damage is much higher 
on the Pulse Cannon (14 K from 9K), making it one of the most powerful
beam weapons on Algol meks. The Sweeping Beam's wide angle was reduced
from 180 degrees to 60 for cost reasons.  
 
The Fireball is likely to mix it up with the Crusader and the Pariah.  The 
Crusader is a bit faster and will be able to stay in melee range and cut
the Fireball pretty badly with its blades. The Firball's Pulse Cannon will
remove any Crusader servo but the torso with one hit, but the Rapid Fire beam
won't affect the torso at all.  The Pariah is slower but sturdier.  A Fireball
should definately stay out of melee range against it.
 
The old Fireball is
MV-3 394.6 CP and 89.5 tons

EMA-223X Fireball
343.6 CP
MV -3 Land MA 6, Flight MA 18
58.9 tons

Servos & Armor
Torso-MW with MW-alpha armor 19.5 cp
Head-MW with MW-alpha armor  13.5cp
R. Arm-MW with MW-alpha armor 14.5 cp
L. Arm-MW with MW-alpha armor 14.5 cp
R. Leg-MW with MW-alpha armor 14.5 cp
L. Leg-MW with MW-alpha armor 14.5 cp
Total Cost 91 CP Total Kills: 82

Weapons

Variable Beam Gun Energy Pool 10 Kills, Loc R-mt & L-Mt.  Spc 24 Portfolio
3, Power 20 -16 spc. eff., Cost 48 CP
*Rapid Fire WA +2, Rng 9, Dmg 3K, Shots inf., BV 4 (18.9 CP)
*Pulse Cannon WA +1, Rng 15, Dmg 14K, 1 turn warm-up (18.9 CP)
*Sweeping Beam WA +1, Rng 8, Dmg 4K, 60 degree Wide Angle (18 CP)

Beam sword WA +1, Rng M, Dmg 6K, shots inf., 2 Kills, Loc. R. Hand, Spc
(6) cost 6 CP

Sheild MS-B DA-2 Kills 8 Loc LA spc. 1, Cost 12
R Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  RA, spc 1  Quick,
Handy Cost 2
L Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  LA, spc 1  Quick,
Handy Cost 2
Total Weapon Cost 58 CP  Total Kills 14

Sensors Str loc. Head, 1 Kill, 1 space cost 2
Backup loc. T, 2 Kills, 2 spaces cost 2

Torso cockpit with escape pod spc. 2 cost 2
2 Torso weapon mounts   spc. 4, cost 4

Fuel 1000 KM, 5.4 tons

Thrusters MA 18 39.8 CP +-21.8 Eff.  4 spc. Torso, 7 per leg   50.7 CP

Base cost  221.7 CP

Cool Supercharged powerplant .3
Stealth  .2
Env. Protection Space .05

221.7 x 1.55= 343.6 CP

=========
h)  From:  David Crowe
    [Algol] EMA-219X Turbo

The Turbo shows what happens when you take money from the military and
give it to social programs.  :)  It is a wholly inadequate Mekton.  The 
_Armored_ Turbo presented in Mekton Mecha Manual #1 is pretty good, but I
haven't been able to  reverse engineer the normal servos it has as part of
its command armor package. 
A Shaitan could eat several Turbos for breakfast...

The old Turbo is MV-4, 144 CP and 65.5 tons

EMA-219X Turbo
174.3 CP 
48.4 tons
MV -3    Land MA 5    Flight MA 13

Servos & Armor
Torso-HS with MS Armor 14 cp
Head-HS 4 kills, 7 spaces with MS Armor 8cp
R. Arm-HS with MS Armor 10 cp
L. Arm-HS with MS Armor 10 cp
R. Leg-HS with MS Armor 10 cp
L. Leg-HS with MS Armor 10 cp
Total Cost 63 CP Total Kills: 62


Weapons
Beam Carbine WA +1, Rng. 8, Dmg 4K, Shots 10, 4 Kills, Loc R. Hand, Spc.
5.4, Handheld  Cost 5.4

Pulse Laser WA 0, Rng. 4, Dmg 3K, Shots 5, 1 Kill, Loc Head, Spc. 5, BV 3, 
fragile, Cost 4.9

Missiles WA 0, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc R. Arm , Spc. 4.4,     
Linked to other missiles Cost 4.4

Missiles WA 0, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc L. Arm , Spc. 4.4,     
Linked to other missiles Cost 4.4

Missiles WA 0, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc Torso, Spc. 4.4,     
Linked to other missiles Cost 4.4

Beam Sword WA +1, Rng. M, Dmg 4K, Shots inf., 1 Kill, Loc R. Hand, Spc. 4,
Cost 4

Sheild DA -2 LW-Alpha 6 Kills, Loc L. Arm, spc. .6 -.4 spc. eff. Cost 7.7

R Hand  WA 0, Rng M, Dmg 1K, Shots NA., 1 Kill, Loc  RA, spc 1  Quick,
Handy Cost 2
L Hand  WA 0, Rng M, Dmg 1K, Shots NA., 1 Kill, Loc  LA, spc 1  Quick,
Handy Cost 2
Total Weapon Cost 39.2 CP  Total Kills 23

Sensors LW loc. Head, 1 Kill, 1 space cost 1
         Backup loc. torso, 2 kills, 2 spaces, cost 2
Torso cockpit, no options

Links, Arm missiles, torso  missiles cost 6

Fuel 1000 KM 4.4 tons 

Thrusters, MA 13, 23.6 CP + - 9.2  spc. eff.  2.6 spaces Torso, 6 spaces
per leg.  Cost 28.2 CP.

Cool overcharged powerplant .15
Env. Protection Space and Desert .1

Base cost 139.4 x 1.25= 174.3 total cost

=========
i)  From:  David Crowe
    [Algol] IMK-30X Vengeance

The Vengance is the "latest" Mekton in the MTS, being made in 1530. Still,
it isn't as good as the Nova, its contemporary.  Its cheaper though, and
very, very fast.  The knuckledusters seem kind of redundant with the
plasma sword. Perhaps they'd be more useful linked.  This is one of the 
few Meks with weight efficency added on after conversion.  It was so close
to a break point I couldn't pass it up.
 

The old Vengance is 305.3 CP, MV -3 and 58.9 tons

IMK-30X Vengance
285.4 CP
MV -2    Land MA 7, Flight MA 14 Gravitic + 18 Thruster (32 total)
39 tons


Servos &Armor
Torso-S with MS-B armor 12cp
Head-MS 2 Kills 8 spaces with MS-B armor 10 cp
R. Arm-S with MS-B armor 10 cp
L. Arm-S with MS-B armor 10 cp
R. Leg-S with MS-B armor 10 cp
L. Leg-S with MS-B armor 10 cp

Total Kills: 36 Total cost 62 CP

Weapons

Plasma Rifle WA +1 Rng 9 Dmg 5K Shots inf., 5 Kills, Loc 2-H & T, Spc 13,
BV3, -2 spc. eff, Cost 16
 
AM/AP Laser WA +1, Rng 7, Dmg 3K, shots 10, 3 Kills Loc. Head, spc 7, 
Anti-missile & anti-personnel only, -.3 spc. eff.  7.5 CP

Plasma sword WA +0, Rng M, Dmg 8K, Shots 10, 2 Kills, Loc R-hand, spc 4,
-2.5  spc. eff cost 7.8
 
Sheild DA -2 LW-Beta 6 kills, Loc L arm, spc 0, -1 spc. eff. Cost 9.5

Knuckle duster WA +2 Rng M, Dmg 4K, shots inf., 4 Kills, Loc R arm Spc 3
-1 Spc. eff, cost 4.5
 
Knuckle duster WA +2 Rng M, Dmg 4K, shots inf., 4 Kills, Loc L arm Spc 3
-1 Spc. eff, cost 4.5
 
R Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  RA, spc 1  Quick,
Handy Cost 2 cp
 
L Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  LA, spc 1  Quick,
Handy Cost 2 cp
 
Total Weapon Cost 53.8 CP  Total Kills: 26

Sensors Str. loc. Head, 1 Kill, 1 space cost 2 cp
Link splitting for gun& torso 3 cp
Torso cockpit

Fuel 1000 KM 3.7 tons

Gravitics MA 14  7 MA RL, 7 MA LL 27.3 CP
Thrusters MA 18  9 MA RL 9 MA LL 26.3
Space efficency for grav & thrusters -51.6 spc 20.8 CP

Base cost 195.2 CP

Cool supercharged powerplant (.3)
Env. protection Space, reentry (.15)


195.2 x 1.45= 283 CP modifer cost

Wt. efficiency -1.2 tons 2.4 CP

285.4 Total cost

=========
j)  From:  David Crowe
    [ALGOL]EMA-229X Nova update

The newest Ettaran Mekton, and a personal favorite, perhaps because it is 
reminiscent of Dynamo Joe.  The Nova has more firepower and is better
protected than the Vengeance and overmatches the Aggendi Warrior by a 
considerable margin.

The force screen is the Nova's best feature, as it allows it to completly
ignore the ranged weapons of the above meks.  Again, I have applied the
old MTS parry factor modifer to the MZ+ reset time.  Still no ejection
system, alas.
Given that it doesn't need to carry a shield, a melee weapons link for 
the beam swords would make it much nastier in close combat.
 

The old Nova is MV-2 476.1 CP and 69.9 tons

EMA-229X Nova
464.7 CP
MV -2 Cost Land MA 5, Flight MA 17
63.3 tons

Servos & Armor
Torso-MW with MW-beta armor 21 cp
Head-MW with MW-beta armor 15cp
R. Arm-MW with MW-beta armor 16 cp
L. Arm-MW with MW-beta armor 16 cp
R. Leg-LH 7 kills, 10 spaces with MW-beta armor 17 cp
L. Leg-LH 7 kills, 10 spaceswith MW-beta armor 17 cp
Total Cost 102 CP Total Kills: 82

Weapons
Plasma Rifle WA +2, Rng. 10, Dmg 10K, Shots inf., 10 Kills, Loc 2-Hand,
Spc. 14, Handheld, -5.8 spc. eff. Cost 22.7 CP
 
Autocannon WA +0, Rng 3, Dmg 2K, shots-below, 2 Kills, Loc. Head, BV 8, -4
spc eff.  Cost 9.9
*AC ammo  shots 5, kills 1, spc .4, Loc H, armor piercing, 1.6 CP

Beam Sword WA +1, Rng. M, Dmg 6K, Shots inf., 2 Kill, Loc R. Hand, Spc.
(6), Handheld Cost 6 CP
 
Beam Sword WA +1, Rng. M, Dmg 6K, Shots inf., 2 Kill, Loc L. Hand, Spc.
(6), Handheld Cost 6 CP
 
Force screen Dmg 5K, 5 Kills, Loc. Torso, spc 9, Reset Time 1, -13.5 spc.
eff, cost 29.3 CP

Missiles WA +0, Rng. 5, Dmg 8K, Shots 10, 5 Kills, Loc R. Arm, Spc. 6,     
Cost 6
 
Smoke grenade WA -, Rng. 10, Dmg (3K), Shots 1, 1 Kill, Loc L. Arm, Spc.
4.1, Smoke/Scatter, Blast Radius 10 Cost 4.1 CP

R Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  RA, spc 1  Quick,
Handy Cost 2

L Hand  WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc  LA, spc 1  Quick,
Handy Cost 2
Total Weapon Cost 89.6 CP  Total Kills 30


Sensors Str loc. Head, 1 Kill, 1 space cost 2
Backup loc. Torso, 2 kills, cost 2
Vernier efficency -10 spaces cost 5
Torso cockpit, no options

Fuel 1000 KM, 6.3 tons
Thrusters MA 17 40.4 CP + -20.4 eff.  10 per leg.  Total 50.6 CP

Base Cost cost 251.2 CP

Cool Supercharged powerplant (.3)
Stealth (.2)
Env. Protection Space, Re-entry (.15)
Verniers (5 per leg) +2 MV (.2)

251.2 x1.85=464.7 CP

===================
2)  David Kelk's Designs:

a)  [Algol] Hermes III "Kestrel"

          Name:  Hermes III "Kestrel"                         
    Created By:  David Kelk
    Total Cost:  247.7
Maneuver Value:  -2
  " Pool Bonus:  +133%                         
       Tonnage:  39
     Ground MA:  ? 
     Flight MA:  33

Servos:
Location  Class  Space  Used  Kills  Cost  Armour  Type  Absorp  DC  Cost
Torso      MgH     34    33    16     16      7      S                23
L.Arm       Lh     10    10     7      7      5      S                12
R.Arm       Lh     10     9.5   7      7      5      S                12
L.Wing      Sh     16    13     7      7      5      S                12
L.Wing      Sh     16     9     7      7      5      S                12

Note:  6K removed from torso, 3K per wing, 1K per arm

                                                        Cost: 71  
                                                      Weight: 35.5

Weapons:
Name       WA  Rng  Dam  Sht  Kls   Loc    CP    Eff   Spc  TotCst  Spec
2 Hands     0   M   1+2   -    1   Arms   1.5ea       1.5ea   3.0   Note#1
Beamer     +1   12   2   Inf   2  Torso  24.3   16.3    8    32.3   Note#2
Hvy Beamgun+3   10   6   Inf   6  Torso  18      10     8    23     Bv=3
Missles     0   7    4    20   4 L.Wing   8             8     8

Note #1:  Quick, handy, linked
Note #2:  x2 range, 60 degree wide angle, variable anti-personelle/mecha,
          linked to Hvy Beamgun
                                                        Cost: 66.3 
                                                      Weight: 8.3

Sensors:
Type       Location  Range  Comm  Kills  Cost  Effic.  Spaces  F.Cost
Main/Lh     torso     7km  1000km   2      4              1       4
Backup/Sl   torso     1km   300km   0      0              1       0 

                                                        Cost: 4  
                                                      Weight: 1

Movement Systems:
Type         MA   Location  Kills  Cost  Sp. Effic.  Space  Final Cost
Thrusters     4     torso     1      4    4            4        4
    "         8    L.wing     1      8    8            8        8
    "         8    R.wing     1      8    8            8        8

                                                        Cost: 20  
                                                   
Powerplant    Source    Explos. Save   MV   MA   M-Pool   Cost
Supercharged                  5        +2   +2   +67%     *.3

Control System       M-Pool    Cost
Reflex               +67%       *.1

Hydraulics        Space    +Melee Dmg    Lift    Cost
Standard

                                       P+C+H Cost Multiplier: *.4
                                      P+C+H M-Pool Bonus(+%): +133%

Other Multiplier Systems:
System         Cost     Space     Special
[None]

                                    Total "Other" Multiplier: 
                              Total "Other" M-Pool Bunus(+%):

Other Non-Multiplier Systems:
System         Spc   Effic.   Cost  Location             Notes
Anti-theft                     .2 
Micromanip.     1      0       1    L.Arm
Storage         10                  5/torso 5/left wing  Pwr arm. storage
Storage         10                  5/torso 5/rght wing  Pwr arm. storage
Storage         4                   R.Wing               For other stuff 
 
                                                        Cost: 1.2 
                                                      Weight: 0


Final costs:
     Cost (w/o Multipliers):  162.5
                Base Weight:  44.8T
                Fuel Weight:   4.4T
                 New Weight:  49.2t
           Total Multiplier:   *1.4 
   Cost (after Multipliers):  227.3
   Efficency (  -10.2 tons):   20.4   
  Cost (w/Efficency, links):  247.7
               Final Weight:   39T
Remote Cost (Total for All):
        Command Armour Cost:
                      Scale: 
                Scaled Cost:  247.7 
              Scaled Weight: 
         (w/Command Armour):

Notes:
        This mecha comes from a Algol campaign where the characters are
soldiers or civilians on a huge colony ship that is lost in space.
        The campaign is unique in that two of the player characters command
squads of 20 powered armour marines each with support from larger mecha.
My (David Kelk's) character is a civilian mecha pilot who supports one of the
PA squads with heavy firepower.
        The Hermes III is a redesign of the basic Hermes frame.  The missles
were removed as they were inappropriate for in close fire support for PA
suits.  The Beam Gun's burst value was lowered and its accuracy was increased
to improve the overall effectiveness of the weapon.
        Most important of all the beamer was installed to sweep enemy
positions clear of PA suits and infantry.  It has proven to be devistatingly
effective as it cleared one enemy ship's deck of 60 PA suits in two rounds.

=======
b)  [Algol] Valour 1.3

          Name:  Valour 1.3                         
    Total Cost:  974.6 
Maneuver Value:  0
  " Pool Bonus:  +233%                          
       Tonnage:  27T
     Ground MA:  7 
     Flight MA:  GES = 22, GES+Thrusters = 37 (x2 in fighter mode) 

Servos:
Location  Class  Space  Used  Kills  Cost  Armour  Type  Absorp  DC  Cost
Head        Mh     8      6     8      8     10      S                18
Torso       Mh    16     15    16     16     10      S                26
L.Arm       Mh     9      6     9      9     10      S                19  
R.Arm       Mh     9      9     9      9     10      S                19 
L.Leg       Mh     9      1     9      9     10      S                19 
R.Leg       Mh     9      1     9      9     10      S                19 

                                                        Cost:  120  
                                                      Weight:  60T

Weapons:
Name       WA  Rng  Dam  Sht  Kls   Loc    CP    Eff   Spc  TotCst  Spec
2 Hands/Feet0   M   4+2   NA   4   Limbs   24     0     -     24    *Note#1
Pick-Axe    0   M  15+2   NA  15   L.Arm   30    25     5     42.5  *Note#2
Missles     0   0    10   10  10   Torso   15    10     5     20    *Note#3
Mines       0   0    10    4  10   R.Arm   10     6     4     13    br=3
Anto-prs   +1   6     2  Inf.  2    Head    9     4     5     11    *Note#4

Note#1:  All are quick, handy and linked together.
Note#2:  Quick, armour-piercing, linked to hands and feet.
Note#3:  Smoke/arioc br=3.
Note#4:  60 degree wide angle anti-personelle beamgun

                                                        Cost:  108  
                                                      Weight:  21.5T

Sensors:
Type       Location  Range  Comm  Kills  Cost  Effic.  Spaces  F.Cost
Main         Head    11km  1300km   2      6     0        1       6
Backup      Torso     1km   300km   0      0     0        1       0 

                                                        Cost:  6  
                                                      Weight:

Movement Systems:
Type         MA   Location  Kills  Cost  Sp. Effic.  Space  Final Cost
Thrusters    15  all servos   0    16.3     16.3       0       24.4
GES          20  all servos   0    14.5     14.5       0       21.75

                                                        Cost:  46.15  

Powerplant    Source    Explos. Save   MV   MA   M-Pool   Cost
Supercharged  fusion          5        +2   +2    +67%    *.3

Control System       M-Pool    Cost
Reflex                +67%      *.1

Hydraulics        Space    +Melee Dmg    Lift    Cost
Standard            0          0                  *0

                                       P+C+H Cost Multiplier: *.4
                                      P+C+H M-Pool Bonus(+%): +67%

Other Multiplier Systems:
System             Cost     Space     Special
ACE manuver pool    *.2       0       +100% manuver pool
Space adaption      *.05      0       Can operate in space
Basic cloak         *.15      0
X-form              *.3       0       Fighter mode      
Stealth             *.2  
                                    Total "Other" Multiplier: *.9
                              Total "Other" M-Pool Bunus(+%): +100%

Other Non-Multiplier Systems:
System         Spc   Effic.   Cost  Location  Notes
Cockpit         1      1      2.5    torso    ejection seat
Co-pilot        1      1      2.5    torso    ejection seat
Missle ECM      2      7     12.5    torso    lev: 5
ECM/ECCM        0      0      24     torso    lev: 7 radar/sensor/ECCM
silent running  0      0      20              10 gev / 10 thrusters
logic coproc.   1      0      11     torso    +3 int
2 airlocks      2      0       0     Torso    on either side

                                                        Cost:  
                                                      Weight:

Shields:
Location  Class  Type  DA  SP  DC  Absorp.  Space  Sp.Eff.  F.Cost  Notes
L.Arm       Mh  Active     12                 4              38.5

                                                        Cost:  38.5  
                                                      Weight:  

Final costs:
                Base Weight:  87.5
                Fuel Weight:   -
                 New Weight:  87.5
                  Base Cost:  392.9
                Multipliers:  *2.2 
   Cost (after Multipliers):  864.3
   Efficency (  -55.15tons):  110.3
  Cost (w/Efficency, links):  974.3 
               Final Weight:  27T 

Notes:
	This mecha was designed for a post-apocalyptic mekton game on Algol.
[Different campaign than the Hermes III listed above.]
In this setting the Empire had been successfully driven off.  The 
governments on Algol did not survive and the planet plunged into anarchy 
with different sections being controlled by different warlords.
	The characters are mercenaries for hire who earn money working for
various warlords and parties or by destroying and scavenging mecha.  We
started off with small mecha and were able to build them up to the 700 to
1000 CP range.
	I decided to create a melee monster mecha as an experiment.  It 
worked out much better than I thought.  This mecha served a dual role of
scout/espionage and close-combat.  
	After much experience and thought the mecha received a major overhall
which led to version 2.0 of the mecha which is next.
=======
c)  By:  David Kelk
    [Algol]  Valour II

          Name:  Valour II
    Total Cost:  944.2
Maneuver Value:  0
  " Pool Bonus:  +233%                          
       Tonnage:  9.9T
     Ground MA:  7
     Flight MA:  GEV only = 33, GEV+Thrust=153 + boosterpack

Servos:
Location  Class  Space  Used  Kills  Cost  Armour  Type  Absorp  DC  Cost
Head        Sh     10     5     10    10     12      S                22
Torso       Sh     20    15.1   20    20     12      S                32
L.Arm       Sh     11    10     11    11     12      S                23
R.Arm       Sh     11     7     11    11     12      S                23
L.Leg       Sh     11     8     11    11     12      S                23
R.Leg       Sh     11     5     11    11     12      S                23

                                                        Cost:  146  
                                                      Weight:  73T

Weapons:
Name       WA  Rng  Dam  Sht  Kls   Loc    CP    Eff   Spc  TotCst  Spec
2 Hands     0   M   5+3   NA   5   Arms  3.75ea   0     0     7.5   *Note#1
2 Feet      0   M   5+4   NA   5   Arms  3.75ea   0     0     7.5   *Note#1
2 PickAxes  0   M  15+3   NA  15   Arms  15ea    11ea  4ea   41     *Note#2
Gunk Gun    0  27   10     -  10  Torso  20      16     4    28     x3 range
   -Ammo                          Torso                 .1   10     tangler
Anti-beam  +1   8    4   Inf.  4   Head  10.8    6.8    4    14.2   *Note#3
2 MineDrop  0   0   15   1/leg 15 L/Rleg  3.75ea 2.75ea 1/leg10.2   br=3
2 scatter   0   14  15   1/leg 15 L/Rleg  4.5ea  3.5ea  1/leg12.5   *Note#4
 
Note #1:  In this game hands and feet were naturally quick and took up no
          on the limb they were attached to.  These are also handy and
          ALL (hands, feet, axes) linked.
Note #2:  Quick, linked to hands and feet.
Note #3:  Anti-personelle and missle.
Note #4:  Br=1 smoke and arioc.

                                                        Cost:  104.2
                                                      Weight:  33T

Sensors:
Type       Location  Range  Comm  Kills  Cost  Effic.  Spaces  F.Cost
Main          Head    20km 1800km   2     12     0        1      12
ASP           Head    20km   -      -     10     1        1      10.5
R/R/T anal    Head    20km   -      -     10     1        1      10.5
Backup       Torso     1km  300km   0      0     0        1       0 

                                                        Cost:  33 
                                                      Weight:  1T

Movement Systems:
Type         MA   Location   Kills  Cost  Sp. Effic.  Space  Final Cost
GES          20   all servos   0     4.5      4.5       0       6.75
Thrust       80   all servos   0     27       27               40.5

                                                        Cost: 47.25

Powerplant    Source    Explos. Save   MV   MA   M-Pool   Cost
Supercharged  fusion          5        +2   +2    +67%    *.3

Control System       M-Pool    Cost
Screen                +0%       *0

Hydraulics        Space    +Melee Dmg    Lift    Cost
Standard            0          0                  *0

                                       P+C+H Cost Multiplier: *.3
                                      P+C+H M-Pool Bonus(+%): +67%

Other Multiplier Systems:
System             Cost     Space     Special
ACE manuver pool    *.2       0       +100% manuver pool
Space adaption      *.05      0        Can operate in space

                                    Total "Other" Multiplier: *.25
                              Total "Other" M-Pool Bunus(+%): +100%

Other Non-Multiplier Systems:
System         Spc   Effic.   Cost  Location  Notes
Cockpit         1      1      2.5    torso    ejection seat
Co-pilot        1      1      2.5    torso    ejection seat
ECM/ECCM        4     12      40     L.Leg    all at level 7
re-entry        1      0       1     R.Leg    one-shot
damage control  1      0       1     R.Arm
8 storage       8      0       0     Torso    living space
4 storage       4      0       0     L.Leg       "     " 
4 storage       4      0       0     R.Leg       "     " 
Stuff           0      0      1.5             stereo, wire, etc..
4 storage       4      0       0     L.Arm      
4 storage       4      0       0     R.Arm 
2 airlocks      2      0       0     Torso    on either side
logic coproc.   1      0      11     torso    +3 int
Booster pack    -      -      15       -      15K, 500 pts, 50/turn

                                                        Cost:  87.5  
                                                      Weight:  15T

Shields:
Location  Class  Type  DA  SP  DC  Absorp.  Space  Sp.Eff.  F.Cost  Notes
L.Arm       Mh  Active     12                 4              38.5

                                                        Cost:  38.5 
                                                      Weight:  6T

Final costs:
                Base Weight:  120T
                Fuel Weight:   -
                 New Weight:  120T
                  Base Cost:  456.25
                Multipliers:  *1.55
   Cost (after Multipliers):  707.2
   Efficency (  -111  tons):  222
  Cost (w/Efficency, links):  944.2
               Final Weight:  9T 

Notes:
	Version two of the Valour mecha comes from a number of ideas and
situations in the campaign which I will share for you so you too can build
better mecha:

- Basic cloak, stealth and silent running were removed as the game master 
  didnt let us use them to any great effect.  In effect I was wasting  a lot
  of CP on them.
- Fighter transformation was removed as a greater move allowance and
  manuverability could be had from decreasing the weight and choosing hybrid
  mode as the mechs only form.
- Armour piercing was removed from the axe and a second axe was installed
  for the same price - increasing the # of axe attacks from two to four 
  per action.  [Moral:  Twice as many attacks beats armour-piercing any 
  day.]
- The GM allowed us to place our screen controls in a sub-mecha (detailed
  next) so that saved some cost.
- Arioc missles and mines were decreased in number as I rarely used them.
- Gunk Gun was added to immobilize targets at long range so that they could
  not shoot at me and they would be easier to kill :).

	Overall the mecha lost a cost multiplier of .65 and a little bit of
CPs from removing equipment.  The mecha cost went down about 50cp from
version 1.3 above but the mecha itself is better.

======
d)  By:  David Kelk
    [Algol]  Iczelion Sub-mecha control for the Valour II

          Name:  Iczelion - a 1/10th scale mecha
    Total Cost:  70
Maneuver Value:  0
  " Pool Bonus:  +67%                          
       Tonnage:  5 kg
     Ground MA:  equal to users ma 
     Flight MA:  20

Servos:  
Location  Class  Space  Used  Hits  Cost  Armour SP  Type  Absorp  DC  Cost
Head        Ms     4      3    10     4      15        S                10
Torso       Ms     8      4    20     8      15        S                14
L.Arm       Ms     5      2    13     5      15        S                11
R.Arm       Ms     5      3    13     5      15        S                11
L.Leg       Ms     5           13     5      15        S                11
R.Leg       Ms     5           13     5      15        S                11

                                                        Cost:  68 [1:1]  
                                                      Weight:  34

Weapons:
Name       WA  Rng H.Dmg Sht  Hits   Loc    CP    Eff   Spc  TotCst  Spec
Sword       0   M  23+3   NA   23   L.Hand   9     4     5     11    Quick
2 hands/feet0   M   5+3   NA   5ea  Limbs   1.5ea  0     0      6    *Note#1
Tangle gun  0  45m   -     -   25   Torso   10     8     2     14    
   -Ammo                  10        Torso    4           .1     4    *Note#2
Scatter mis 0  55m  *10    4   25  L/RArms   4     2    1ea     5    *Note#3
Anti-miss  +1  40m  *4   Inf.  10    Head    6     5     1      8.5 Anti-mis
      
Note #1:  All linked, linked to sword also.  In this game hands are naturally
          quick and take up no space on the limb they are attached to.  These
          hands and feet are all also 'handy' :).
Note #2:  Tangler ammo, difficulty = 30 to escape.
Note #3:  Smoke/scatter missles.

                                                        Cost:  48.5  
                                                      Weight:  18.5T

Sensors:
Type       Location  Range  Comm  Kills  Cost  Effic.  Spaces  F.Cost
Main/MS      Head
Backup/Sl    Torso
ASP          Torso
                                                        Cost:  
                                                      Weight:
 
Movement Systems:
Type         MA   Location  Kills  Cost  Sp. Effic.  Space  Final Cost
GEV          20   all servos  0     .5       .5        0       .75

                                                        Cost: .75 

Powerplant    Source    Explos. Save   MV   MA   M-Pool   Cost
Standard      fusion         5          0    0     0       *0

Control System       M-Pool    Cost
Reflex               +67%       *.1

Hydraulics        Space    +Melee Dmg    Lift    Cost
[None]

                                       P+C+H Cost Multiplier:  *.1
                                      P+C+H M-Pool Bonus(+%):  +67%

Other Multiplier Systems:
System         Cost     Space     Special
Space adaption  *.05

                                    Total "Other" Multiplier:  *.05 
                              Total "Other" M-Pool Bunus(+%):  +0%

Other Non-Multiplier Systems:
System         Spc   Effic.   Cost  Location  Notes
Int enhance     1      0       11     Head    +3 int
Tech enhance    1      0       11     Torso   +3 tech
Cool enhance    1      0        3     Torso   +3 cool
Stuff           0      0        1.5     -     stereo, liftwire, etc...
Damage control  1      0        1     R.Arm   damage control pkg.


                                                        Cost:  27.5
                                                      Weight:

Shields:
Location  Class  Type  DA  SP  DC  Absorp.  Space  Sp.Eff.  F.Cost  Notes
R.Arm       MW  reactiv    25                 2              27.1

                                                        Cost:  27.1  
                                                      Weight:  5T

Remote Control System:
System    Control Mult.   Cost   Control Range  Operation Range
Str            2            6       100m           infinity      

Remote Build information:
Servo	Class  Space  Used  Cost  Armour  Type  Cost  
torso     sl     2    1.25    2     0       -     2


Remote Weapon Systems:
Name       WA  Rng  Dam  Sht  Kls   Loc   CP   Eff  Spc  TotCst  Spec
[none] 

Other Remote Systems:
20pts GES   .25cp
sl sensors

Drone Information:
Name    Manuver Value   Actions/Turn   M.Pool  Land MA   Flight MA
Scout         0           =pilots       +67%       0          20

                                               Cost per drone:  2.25  
                                             Weight per drone:  1T

Final costs:
                Base Weight:  58.5T 
                Fuel Weight:
                 New Weight:  58.5T
                  Base Cost:  212.35
                Multipliers:  *1.05
   Cost (after Multipliers):  222.95
   Efficency ( -58.48 tons):  117  
  Cost (w/Efficency, links):  340
               Final Weight:  .02T
Remote Cost (Total for All):  10.5
        Command Armour Cost:
                      Scale:  1/10th 
                Scaled Cost:  70
              Scaled Weight:  4 kg
         (w/Command Armour):

Notes:
	This small mecha was designed as a suit of heavy clothes (and a 
flight helmit) that could be worn when not in your mech.  It proved to be 
very fast and manuverable - allowing a pilot to get to his mecha with 
minimal difficulties.  The drones are included to scout out enemy units so 
the pilot can avoid them if possible.


=============================================================================
Mekton Zeta mecha for Mekton Empire:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
=============================================================================





============================================================================
Mekton II mecha for Mekton Empire:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
1.	The following Mecha are created by James Shank(That's me), for use
in my current campaign on planet algol, with a little help from the Mekton
Empire book.
	The Zizziti are an insectlike race that are currently attacking the
planet Algol.  The second generation of mecha, beginning with the Scorpion,
add thought control systems.  All Zizziti mecha are Techno Organic mecha and
incur both the benefits and penalties of such.  The Zizziti only know this
method for creating mecha as the mecha are an extension of the race. Therefore
there is no additional cost to the mecha creator (in theory).
	The Zizziti are a hive race, organized into swarms of mecha which
act as one cohesive unit.  They are capable of highly organized strategy.
However, unlike the massminded Aggendi, (or the borg) the Zizziti place some
value on the ability of the individual to take initiative.  Hence although
the network of thought is always present to aid in the attack, it is not always
in control.  Though this characteristic makes their individual warriors
somewhat less overwhelmingly coordinated than the Aggendi, it also makes their
strategies somewhat more flexible.  The Zizziti swarm because of the life cycle
of their species, and therefore are somewhat less able to depend on numbers
during an invasion.  An invasion swarm consists of an expeditionary force
to establish a new hive, not a developed army.  Therefore they are very
cautious, if somewhat single minded.

=============================================================================
A.1.a.1.

         Name: Mantis
    Total Cost: 366
Maneuver Value: -3
       Tonnage: 66
     Ground MA: 8
     Flight MA: 19

Servo      Typ  Sp  Kls  Tkn       CP  Amr  Typ       CP       Total
head	   hs   6   6              6   5     A        7.5      13.5
torso      hs   10  10             10  5     A        7.5      17.5
Rt. Arm    hs   7   7              7   5     A        7.5      17.5
Lt. Arm    hs   7   7              7   5     A        7.5      17.5
RF. Leg    hs   7   7              7   5     A        7.5      17.5
RR. Leg    hs   7   7              7   5     A        7.5      17.5
LF. Leg    hs   7   7              7   5     A        7.5      17.5
LR. Leg    hs   7   7              7   5     A        7.5      17.5
Tail	     hs   6   6              6   5     A        7.5      13.5
R. Wing    hs   6   6              6   5     A        7.5      13.5
L.Wing     hs   6   6              6   5     A        7.5      13.5
Powerplant MH   16  16             16                          16
                                                   Total Cost: 174.5

Weap        WA  Rng Kls Dam Sht     CP     Eff    TotCst  Loc Sp Spec
Eyebeam      1    8   6   6   -      6       2        8     H  2
Eyebeam      1    8   6   6   -      6       2        8     H  2
Bite	       1    1   4   4   -      4       2        6     H  2   AP
Claw         1    1   4   4   -      6       0        6     RA 6   QU,ENT
Claw         1    1   4   4   -      6       0        6     LA 6   QU,ENT
Missiles     0   10   3   3   25     7.5     0        7.5   T  7.5
                                       Total Cost:  43.5

Sensor    Type    Cost    Kills    Range    Comm    Location    Spaces
Main	    STD       0       4         1        300     head         0
Backup    BAK       2       5         1        300     Torso        2
           Total: 2


    Movement Type:  Fan     Thr      Grv
   Cost of System:          9
Additional Thrust:          15
             Cost:          15
   Space (Cost/3):          8
        Efficency:
       Total Cost:          24
      Total Space:          8
         Total MA:          17
  Thrust Location:          RW/LW/RFL/RRL/LFL/LRL/T/T


Hydraulic Type    Cost    Kills    Spaces    Damage Bonus
Standard           0        8        0          0

Other Additive systems:
system	cost	space	location	special
links    5        0        -              Eyebeams,Claws
Ttl cost:5


Multiplier Systems:
system	cost	space	special
techorg   .5    0         +1 MV, regeneration
ttl cost: .5


Final costs:
      Cost (w/o Multipliers:  249
                Base Weight:  124.5
   Cost (after Multipliers):  249  (373.5)
   Efficency ( 58.5   tons):  117
         Cost (w/Efficency):  366  (490.5)
               Final Weight:  66
                      Scale:  1/1
              Scaled Weight:  66
                Scaled Cost:  366
Remote Cost (Total for All):
        Command Armour Cost:
                 Total Cost:  366
               Total Weight:  66
         (w/Command Armour):

Notes:
	This mecha falls into the beastmecha category, receiving the bonus
to its melee attacks and MV.  It further receives the +2 Flight Bonus due to
wings.  It is designed as a generic medium close assault mech among the
Zizziti raiders.
=============================================================================
A.1.a.2.

        Name: Scarab
    Total Cost: 472
Maneuver Value: -3
       Tonnage: 67
     Ground MA: 4
     Flight MA: 14

Servo      Typ  Sp  Kls  Tkn       CP  Amr  Typ       CP       Total
Head       HS   6   6              6    7   LHA       10.5     16.5
Torso      HS   10  10             10   7   LHA       10.5     20.5
RF Leg     HS   7   7              7    7   LHA       10.5     17.5
RM Leg     HS   7   7              7    7   LHA       10.5     17.5
RR Leg     HS   7   7              7    7   LHA       10.5     17.5
LF Leg     HS   7   7              7    7   LHA       10.5     17.5
LM Leg     HS   7   7              7    7   LHA       10.5     17.5
LR Leg     HS   7   7              7    7   LHA       10.5     17.5
R Wing     HS   6   6              6    7   LHA       10.5     16.5
L Wing     HS   6   6              6    7   LHA       10.5     16.5
PowerPlant HS       12             12                          12
                                                   Total Cost: 175

Weap        WA  Rng Kls Dam Sht     CP     Eff    TotCst  Loc Sp Spec
Bite        +2  ---  6   6  ---     24     11     35      Hd  1  Quick AP
EyeBeam     +1   8   6   6  ---     12      5     17      Hd  2  BV 2
EyeBeam     +1   8   6   6  ---     12      5     17      Hd  2  BV 2
Missiles    +1  10   4   4  20      11.7    4.5   16.2    To
Missiles    +1  10   4   4  20      11.7    4.5   16.2    To
Hvy Mssls    0  8    8   8   4       4      0      4      RW  4
Hvy Mssls    0  8    8   8   4       4      0      4      LW  4
                                       Total Cost: 110

Sensor    Type    Cost    Kills    Range    Comm    Location    Spaces
Standard          0       4        1 km     300 km  Head        0
Backup            2       5        1 km     300 km  Torso       2
           Total: 2


    Movement Type: Thr
   Cost of System: 9
Additional Thrust: 0
             Cost: 9
   Space (Cost/3): 3
        Efficency: 0
       Total Cost: 9
      Total Space: 3
         Total MA: 12
  Thrust Location: 1 Torso, 1 R Wing, 1 L Wing


Other Additive systems:
system	cost	space	location	special
Link    2       0       Head            Link Eyebeams
Link    3       0       Wings           Link Heavy Missiles
Link    2       0       Torso           Link Light Missiles
Ttl cost: 7


Multiplier Systems:
system	cost	space	special
techorg   .5    0         +1 MV, regeneration
ttl cost: .5


Final costs:
      Cost (w/o Multipliers: 303
                Base Weight: 151.5
   Cost (after Multipliers): 303  (454.5)
   Efficency ( 84.5   tons): 169
         Cost (w/Efficency): 472  (623.5)
               Final Weight: 67
                      Scale: 1:1
              Scaled Weight: 67
                Scaled Cost: 472
Remote Cost (Total for All): 0
        Command Armour Cost: 0
                 Total Cost: 472
               Total Weight: 67
         (w/Command Armour): 67

Notes: This is the tank of the main Zizziti forces.  Another BeastMecha, it
is also built with an armor configuration which gives it the capabilities of
a Tank mecha to resist damage.  Armed with heavy missiles, it is capable of
a more laid back support role in combat.
===========================================================================
A.1.a.3.

          Name: Hornet
    Total Cost: 391
Maneuver Value: -3/-5
       Tonnage: 66
     Ground MA: 6
     Flight MA: 21

Servo      Typ  Sp  Kls  Tkn       CP  Amr  Typ       CP       Total
Head        HS  6    6              6   5    A        7.5       13.5
Main Body   HS  10   10            10   5    A        7.5       17.5
RF Leg      HS  7    7              7   5    A        7.5       14.5
RM Leg      HS  7    7              7   5    A        7.5       14.5
RR Leg      HS  7    7              7   5    A        7.5       14.5
LF Leg      HS  7    7              7   5    A        7.5       14.5
LM Leg      HS  7    7              7   5    A        7.5       14.5
LR Leg      HS  7    7              7   5    A        7.5       14.5
Rt. Wing    HS  6    6              6   5    A        7.5       13.5
Lt. Wing    HS  6    6              6   5    A        7.5       13.5
Tail        HS  6    6              6   5    A        7.5       13.5
Powerplant  MW  12   12             12                          12.0
                                                   Total Cost: 170.5

Weap        WA  Rng Kls Dam Sht     CP     Eff    TotCst  Loc Sp Spec
Eyebeam      1   8   6   6   -      6       2        8    H   2
Eyebeam      1   8   6   6   -      6       2        8    H   2
Mouth        1   -   4   4   -      2       0        2    H   2
Leg claws(6) 1   -   1   1   -      .75     0        .75 Legs .75  Entangle
			     X 6 =  4.5
Stinger      1   -   4   4   -      12      6        15   Tail 6    AP,Shock
Missiles     0  10   3   3   25     7.5     0        7.5  Tor  7.5
                                       Total Cost:  45

Sensor    Type    Cost    Kills    Range    Comm    Location    Spaces
STD       SL       0       4          1      300      head         0
BAK       BAK      2       5          1      300      torso        2
           Total:  2


    Movement Type:  Fan     Thr      Grv
   Cost of System:           9
Additional Thrust:           21
             Cost:           30
   Space (Cost/3):           10
        Efficency:
       Total Cost:           30
      Total Space:           10
         Total MA:           19
  Thrust Location:          RW/LW/RML/LML/RFL/LFL/RRL/LRL/T/T


Hydraulic Type    Cost    Kills    Spaces    Damage Bonus
standard            0        8        0           0

Other Additive systems:
system	cost	space	location	special
Links     14     0          -           Eyebeams, claws
Ttl cost: 14


Multiplier Systems:
system	cost	space	special
techorg   .5    0         +1 MV, regeneration
ttl cost: .5

Final costs:
      Cost (w/o Multipliers: 261.5
                Base Weight: 130.75
   Cost (after Multipliers): 261.5  (392.25)
   Efficency (  64.75 tons): 129.5
         Cost (w/Efficency): 391    (521.75)
               Final Weight: 66
                      Scale: 1/1
              Scaled Weight: 66
                Scaled Cost: 391

Notes:
	This Avianform Mecha is a Zizziti equivalent to an Aerospace Fighter.
It's purpose is to intercept and either shoot down or capture enemy aircraft.
One method of accomplishing the latter is to make a melee attack using the
leg claws to grasp the mecha or plane while the stinger disables the crew
inside.  The stinger actually injects a gas into the interior of the plane
which is treated basically as a standard shock attack with the exception that
unconciousness is the worst effect which can result.
============================================================================
A.1.a.4.

          Name: Scorpion
    Total Cost: 583.5
Maneuver Value: 0
       Tonnage: 60
     Ground MA: 8
     Flight MA: 0

Servo      Typ  Sp  Kls  Tkn       CP  Amr  Typ       CP       Total
Head       HS    6   6              6   5    A        7.5      13.5
M. Body    HS   10  10             10   5    A        7.5      17.5
R. Pincer  HS    7   7              7   5    A        7.5      14.5
L. Pincer  HS    7   7              7   5    A        7.5      14.5
FR Leg     HS    7   7              7   5    A        7.5      14.5
FL Leg     HS    7   7              7   5    A        7.5      14.5
MR Leg     HS    7   7              7   5    A        7.5      14.5
ML Leg     HS    7   7              7   5    A        7.5      14.5
RR Leg     HS    7   7              7   5    A        7.5      14.5
RL Leg     HS    7   7              7   5    A        7.5      14.5
Tail       HS    6   6              6   5    A        7.5      13.5
Engine     MH   16  16             16                          16
                                                   Total Cost: 180.5

Weap        WA  Rng Kls Dam Sht     CP     Eff    TotCst  Loc Sp Spec
Claw        +2  ---  1   4  ---     1.5    ---     1.5    FRL 1.5 Quick
Claw        +2  ---  1   4  ---     1.5    ---     1.5    FLL 1.5 Quick
Claw        +2  ---  1   4  ---     1.5    ---     1.5    MRL 1.5 Quick
Claw        +2  ---  1   4  ---     1.5    ---     1.5    MLL 1.5 Quick
Claw        +2  ---  1   4  ---     1.5    ---     1.5    RRL 1.5 Quick
Claw        +2  ---  1   4  ---     1.5    ---     1.5    RLL 1.5 Quick
R. Pincer   --  ---  4   7  ---     2.1    ---     2.1    RPn 2.1 Entangle
L. Pincer   --  ---  4   7  ---     2.1    ---     2.1    LPn 2.1 Entangle
Tail Spike  --  ---  4   7  ---     14     4.5     18.5   Tl  5   Qk,Shk,Ent
MachineGun  ---  6   2   2          2.5    ---     2.5    MB  2.5 MachineFire
  ammo                       10     2.5            2.5    MB  1   HE Ammo
EyeBeam     +1   8   3   3  ---      9     3.5     12.5   Hd  2   BV 3
EyeBeam     +1   8   3   3  ---      9     3.5     12.5   Hd  2   BV 3
                                       Total Cost: 61.5

Sensor    Type    Cost    Kills    Range    Comm    Location    Spaces
Standard          0       4        1 km     300 km  Head        0
Backup            2       4        1 km     300 km  Head        0
           Total: 2

Hydraulic Type    Cost    Kills    Spaces    Damage Bonus
standard            0       8         0          0

Other Additive systems:
system	cost	space	location	special
Links   20                              Claws
Links   4                               Pincers
Links   8                               Eyebeams and MachineGun
Ttl cost: 32


Multiplier Systems:
system	   cost	space	special
Camo       .15             Camouflage Unit
Stealth    .2
Thought    .5		Thought Control
(techorg    .5    0         +1 MV, regeneration)
ttl cost: .85 (1.35)


Final costs:
      Cost (w/o Multipliers: 276.5
                Base Weight: 138.25
   Cost (after Multipliers): 511.5    (649.775)
   Efficency (  72    tons): 144
         Cost (w/Efficency): 655.5    (793.775)
               Final Weight: 66.25
                      Scale: 1:1
              Scaled Weight: 66.25
                Scaled Cost: 655.5
Remote Cost (Total for All): 0
        Command Armour Cost: 0
                 Total Cost: 655.5
               Total Weight: 66.25
         (w/Command Armour):

Notes: This beast mecha is another close assault mecha.  Unlike the mantis, the
Scorpion has no flight capability and very no missiles.  It is meant for
ground attack, and is configured for ambush and infiltration missions.  The
Zizziti have used this mecha to invade the access tunnels of a number of
military bases.  It's size is too large for actual maneuvering in such close
quarters, but it is capable of entering the tunnels and dealing with the
personnel and Roadstriker class mecha found within. It is also a BeastMecha.
This mecha is the first of a new generation of Zizziti mecha using thought
control and camauflage systems.  It is a bad sign for the Algolian resistance
forces, as it posesses unique capabilities which make it a truly unusual foe.
(Stealth is a new technology on Algol, as is Thought control.)  Original design
by Charles Waterman adjusted to my needs by me.
============================================================================
A.1.a.5.
I (James Shank) designed this mecha for my wife at the start of my
campaign.  Strangely enough, I think she's still piloting it:

          Name: Gennar
    Total Cost: 147.4
Maneuver Value: -6
       Tonnage: 65.7
     Ground MA: 10
     Flight MA: 14

Servo      Typ  Sp  Kls  Tkn       CP  Amr  Typ       CP       Total
Head       HS    5   5              5   7    s         7         12
Torso      HS   12  12             12   7    s         7         19
R. Arm     MS    6   6              6   7    s         7         13
L. Arm     MS    6   6              6   7    s         7         13
R. Leg     MS    6   6              6   7    s         7         13
L. Leg     MS    6   6              6   7    s         7         13
Powerplant MH   16  16             16                            16
                                                   Total Cost:   95

Weap        WA  Rng Kls Dam Sht     CP     Eff    TotCst  Loc Sp Spec
LaserCannon 1   8   6   6    -      8       -       8     TOR  8
Arm Blaster 1   5   3   3    -      6.3     2       8.3   RA  2.3  BV:3
Laser Sword 1  Mel 10  10    -      8      1.5      9.5   LH   5
Right Hand  1  Mel  2   3    -      2.8    0.5      3.3   RA  1.8  Quick,Handy
Left  Hand  1  Mel  2   3    -      2.8    0.5      3.3   LA  1.8  Quick,Handy
                                       Total Cost: 32.4

Sensor    Type    Cost    Kills    Range    Comm    Location    Spaces
Main       S	   2        4        4        800     head          0
Backup    BAK      2        5        1        300    Torso          2
           Total:  4


    Movement Type:  	Fan	Thr	Grv
   Cost of System:	4.5
Additional Thrust:	+6
             Cost:	9
   Space (Cost/3):	9
        Efficency:	.5
       Total Cost:	14
      Total Space:	8
         Total MA:	14
  Thrust Location:	3Torso/12RL/12LL


Hydraulic Type    Cost    Kills    Spaces    Damage Bonus
Std	  STD      0        8         0         0


Final costs:
      Cost (w/o Multipliers: 139.4
                Base Weight: 69.7
   Cost (after Multipliers): 139.4
   Efficency (  4     tons): 8
         Cost (w/Efficency): 143.4
               Final Weight: 65.7
                      Scale: 1/1

Notes:
	This mecha is a good starter mecha for most campagns.  Cheap to build,
it is a logical choice for the kind of mass production which exists for the
sort of standard issue mechs given to beginning mechwarriors by a military
organization.  It has a Machine Fire Laser for burning off armor, and a
heavy damage weapon for actually doing damage once the armor is mostly gone.
Also, the Laser Sword is effective for dealing damage whether the armor is
there or not.  The only real weakness is the lack of missile or projectile
weapons for purposes of using specialty munitions.  This is not a serious
weakness in a mecha of this cost.
============================================================================
A.1.b.1.

This mecha was created by Charles Waterman for my campaign:

          Name: Starfighter-AT
    Total Cost: 760.65
Maneuver Value: -2
       Tonnage: 67.1
     Ground MA: 0
     Flight MA: 25

Servo      Typ  Sp  Kls  Tkn       CP  Amr  Typ       CP       Total
Fuselage   MW   12  12    -        12   8    A        12        24
Nose	     HS    5   5    -         5   7    A        10.5      15.5
Left Wing  LH    7   7    -         7   9    A        13.5      20.5
Right Wing LH    7   7    -         7   9    A        13.5      20.5
Tail       HS    5   5    -         5   7    A        10.5      15.5
Engine     MH    -  16    -        16   -    -        -         16
                                                   Total Cost: 112

Weap        WA  Rng Kls Dam Sht     CP     Eff    TotCst  Loc Sp Spec
Rail Gun    0    8   5   5          26.25  10      36.25  MB 6.25  M:BV4
Ammo                         10     26.25                 MB   1   HE
Ammo                         10     26.25                 MB   1   HE
Rocket Pod  0    7   4   4   15      3.6    .8      4.4   RW   2
Rocket Pod  0    7   4   4   15      3.6    .8      4.4   LW   2
DefensePod  -2   0  10  10   10      7.2   1.5      8.7    T  4.2  Arioc-B/1HX
FuelAirExp  0   50  10  10    1     45    16.5     63.5   MB   2  1K1HNuke
                                                          x10 scale 10hx AOE
Heavy Msl   0   30  20  20    3     16.8   5.9     22.7   LW   5   2K1Hex
                                                          x10 scale 10hx AOE
Heavy Msl   0   30  20  20    3     16.8   5.9     22.7   RW   5   2K1Hex
                                                          x10 scale 10hx AOE
                       Total Cost: 156.35

Sensor    Type    Cost    Kills    Range    Comm    Location    Spaces
Main       MW      9       7         15     1500      Fuselage    1
Backup     BAK     2       5          1      300      Nose        2
           Total: 11


    Movement Type:  Fan     Thr      Grv
   Cost of System:          15       18
Additional Thrust:           5        -
             Cost:          15       18
   Space (Cost/3):           5        6
        Efficency:           1        3
       Total Cost:           6        9
      Total Space:           4        -
         Total MA:                    19
  Thrust Location:          MB        MB

Hydraulic Type    Cost    Kills    Spaces    Damage Bonus
STD                0        8        0          0

Other Additive systems:
system	cost	space	location	special
Epod     1         1     Nose            Last chance
Links    6         0     ---             Rocket Pods, Heavy Missiles
Gunner   2         2     nose            gunner cockpit
ECM     10         0     nose            ecm pod level 8 w/eff
ENV Prot 14        0     ----            space, re-entry, water, highpressure
eff      5         0     ----            Maneuver verniers
Ttl cost:32

Multiplier Systems:
system	cost	space	special
Thought .5       0       Thought control system  +1 action/MV
Maneuver .2      0       +2 MV Maneuver Verniers
ttl cost:.7

Final Costs:
      Cost (w/o Multipliers: 331.35
                Base Weight: 165.675
   Cost (after Multipliers): 563.295
   Efficency ( 98.67  tons): 197.35
         Cost (w/Efficency): 760.65
               Final Weight:  67
                      Scale: 1/1
              Scaled Weight: 67
                Scaled Cost: 760.65
Remote Cost (Total for All):
        Command Armour Cost:
                 Total Cost:
               Total Weight:
         (w/Command Armour):

Notes:

	Astrofighter.  This Mechafighter was designed using the Out-Of-Scale
Weapons-System to create the heavy weapons systems.  This ship was originally
created to harrass corvettes, which it can destroy when flying in numbers.
However, it can function well as an artillery platform.
============================================================================
A.1.c.1.
This mecha was created by Christian Kosanavich for use in my campaign. This
isn't the starting version, but rather the modified version after a period of
play:

          Name: Paladin Mk6
    Total Cost: 558.9
Maneuver Value: -3
       Tonnage: 58.8
     Ground MA: 10
     Flight MA: 15

Servo      Typ  Sp  Kls  Tkn       CP  Amr  Typ       CP       Total
Head       MW    6   6              6   8    S         8        14
Torso      MH   16  16             16  10    S        10        26
R. Arm     LH    8   8              8   9    S         9        17
L. Arm     LH    8   8              8   9    S         9        17
R. Leg     AH   10  10             10  10    S        10        20
L. Leg     AH   10  10             10  10    S        10        20
Powerplant SH       20             20                           40
                                                   Total Cost: 134

Weap        WA  Rng Kls Dam Sht     CP     Eff    TotCst  Loc Sp Spec
Plasma Can.  1   8   6   6   -      8      1.5     9.5    RA  5
Plasma Can.  1   8   6   6   -      8      1.5     9.5    LA  5
Autocannon   0   6   4   4   -      7.5    1.3     8.8    TO  5  BV:4 Machine
	* Ammo               6     11.3    0      11.3    TO  1  Shotgun
Autocannon   0   6   4   4   -      7.5    1.3     8.8    TO  5  BV:4 Machine
	* Ammo               6     11.3    0      11.3    TO  1  Shotgun
Gauntlet     1  Mel  3   5   -      6      2       8      RA  3  Quick,AP
Gauntlet     1  Mel  3   5   -      6      2       8      LA  3  Quick,AP
Hand         1  Mel  1   3   -      1.4    0.2     1.6    RA  1  Quick,Handy
Hand         1  Mel  1   3   -      1.4    0.2     1.6    LA  1  Quick,Handy
Boot         1  Mel  1   5   -      1      0       1      RL  1  AP
Boot         1  Mel  1   5   -      1      0       1      LL  1  AP
AM Laser     2   3   5   5   -      4.3    1.7     6      RL  1  Anti-msl only
AM Laser     2   3   5   5   -      4.3    1.7     6      LL  1  Anti-msl only
                                       Total Cost: 92.4

Sensor    Type    Cost    Kills    Range    Comm    Location    Spaces
Main      MW       9        7       15      1500      Torso        1
Backup    SL       2        5       8        500      Head         1
           Total: 11


    Movement Type:  	Fan	Thr	Grv
   Cost of System:		9
Additional Thrust:		3
             Cost:		9
   Space (Cost/3):		6
        Efficency:		0
       Total Cost:		18
      Total Space:		6
         Total MA:		15
  Thrust Location:		3RL/3LL


Hydraulic Type    Cost    Kills    Spaces    Damage Bonus
Std        Std    0         8         0          0


Other Additive systems:
system	cost	space	location	special
Links    9        0        -             plasma cannons/Autocannons/Gauntlets
Envirn. 14        6     2RL/2LL/2HD      Arctic, Underwater, High Pressure,
					 Space, Re-entry
Escape   1        1      head            Last Chance
Dam.Con. 1        1      Head            Emergency equipment
Storage  2        2      1RL/1LL         1000lbs each storage.
Cock.Ext 1        1        TO            Extra Cockpit space.
Spotlite 0.2      .2       TO            Spotlights
Ttl cost: 28.2

Multiplier Systems:
system		cost	space	special
Automation      .24	1T	Lvl:6 Portfolio:1 Beam 6  RL laser
Automation      .24	1H	Lvl:6 Portfolio:1 Beam 6  LL laser
ttl cost:    	.48

Final Costs:
      Cost (w/o Multipliers: 287.1
                Base Weight: 125.6
   Cost (after Multipliers): 424.9
   Efficency (67      tons): 134
         Cost (w/Efficency): 558.9
               Final Weight: 58.6
                      Scale: 1/1

Notes:
	Designed to remove "minor Annoyances" from the battle field, this mecha
can take on most mecha in single combat.  To be completely honest, however,
if it runs out of Ammunition, it becomes somewhat vulnerable, as the mecha
then mounts only the two single shot lasers and its melee weapons.  It is
generally used to take out select objectives on the battlefield.  Its mission
completed, it then returns to base for reloads before someone else notices it.
============================================================================
A.2.a
Keith Rohrer sent these mecha out.  At first I was going to log them
with the generic mecha, but because the notes on these mecha make repeated
references to the Mekton II universe, I'm putting them here under the
Mekton II timeline.  These mecha have seen service in my own campaign.
A short intro follows:
The 200 line is the cheap run of the new series of S-mecha, though if the
Samurai 200 is any example, the "cheap" versions can still hold their own
against even the more advanced "grunt" meks.

Samurai-200

Servo	Type   Kills  Armor   Class	CP	Total
Torso	MW    12	6	A	9	21
R.Arm	HS	6	5	A	7.5	13.5
L.Arm	HS	6	5	A	7.5	13.5
R.Leg	HS	6	5	A	7.5	13.5
L.Leg	HS	6	5	A	7.5	13.5
Head	MS	4	4	S	4	 8
Power	MH	16		Cool+2		16
					Total   99

Weapon	  WA  Range   Damage   Shots	CP	Eff	Total	Loc
AM laser  +1	-	3	Inf	3	-	 3	Head	AM only
Katana	  +1	-	10	Inf	6	-	 6	R.Hand
Wakizashi +1	-	4	-	8	1	 9	L.Hand	AP Q
Daikyu	  +1	8	4	Inf	4	-	 4	Torso
Missile    0	10	10	1	3	-	 3	Torso
	OR	10	1	20
Shield	   -	-	SP=10K	-	6	-	 6	L.Arm	Std.
R.Hand	  +1	-	1	-	1	-	 1	R.Arm	Q,H
L.Hand	  +1	-	1	-	1	-	 1	L.Arm	Q,H
Thrust: base 9, addl 9, 2 in Torso, 2 each leg		18	2T2RL2LL
Sensors							 0	Torso
Link: Katana and Wakizashi				 4
						Total:	54
Multiplier Systems	Cost	Spaces	Notes
Verniers, +2 MV		x0.2	10	3 each arm, 2 each leg
		Total:	x0.2

Servo/Armor:	100
Weapon/Misc:	 54
Subtotal:	154
Base Tons:	 77
Multipliers:	 0.2
Multiplied:	184.8
Weight Eff.:	 15.2
Total Wt.:	 69.4
Total Cost:	200.0
MV:		 -2
MA:		4/15

Notes:
The 200 line is the cheap run of the new series of S-mecha, though if the
Samurai 200 is any example, the "cheap" versions can still hold their own
against even the more advanced "grunt" meks.  The Samurai is designed as
a fast, agile, close-in fighter; its flight speed is second in its class
only to the Hellwing, and its maneuverability is matched, but not exceeded,
only by such mecha as the Gadram, and the Vandal.  Initial designs showed
the mecha to be almost helpless in a one-on-one fight with the Hellwing,
which could stay out of reach of the Samurai, letting its force screen
absorb the damage from the Daikyu indefinitely.  Designers attempted to
hush this up, and settled on a cheaper targetting system for the katana,
allowing them to mount a single missle capable of overloading the
Hellwing's force field, or a rack of 20 small missiles which can be fired
fast enough to overrun the antimissile laser and trigger the force screen;
both options have range equal to the Hellwing's missiles, and greater than
the Hellwing's rifle.  Despite, or perhaps because of these solutions, the
mecha is being advertized as a team fighter, capable of providing cover fire,
or drawing fire in its own right, as it advances, and devastating the target
when it arrives.

A.2.b   Shrike-200

Servo	Type	Kills	Armor	Class	CP	Total
Torso	MS	8	5	B	10	18
R.Arm	MS	5	4	B	8	13
L.Arm	MS	5	4	B	8	13
R.Leg	MS	5	4	B	8	13
L.Leg	MS	5	4	B	8	13
Head	S	3	4	B	8	11
Power	MW	1		Hot+2		 6
					Total	91

Weapon	  WA	Range	Damage	Shots	CP	Eff	Total	Loc
AM laser  +1	-	3	Inf	3	-	3	Head	AM only
PlasGat	  +1	8	2	Inf	8	1	9	Torso	BV5
Shield	   -	-	-	SP=8K	4	-	4	L.Arm	Normal
R.Hand	  +1	-	1	-	1	-	1	R.Arm	Q,H
L.Hand	  +1	-	1	-	1	-	1	L.Arm	Q,H
Thrust: base 6, addl 3, 1 in Torso, 1 each leg		9	1T1RL1LL
Sensors							0	Torso
Ejection Pod						1
						Total:	28
Multiplier Systems	Cost	Spaces	Notes
Thought Control		x0.5	0	+1 action, +2 MV, all WA +1, feedback
		Total:	x0.5

Servo/Armor:	 91
Weapon/Misc:	 28
Subtotal:	119
Base Tons:	 59.5
Multipliers:	 0.5
Multiplied:	178.5
Wt. Eff.:	 21
Total Wt.:	 49
Total Cost:	199.5
MV:		 -2
MA:		6/13

Notes:
The Shrike was designed as an extremely fast attack mek, agile and accurate.
The Shrike-200 is a much stripped-down version of the original Shrike:  the
feared Strike Beamer has been moved out of the torso, and the plasma gattler
has been moved there, in order to use cheaper, less miniaturized parts.
The shield is constructed of standard armor alloy, and pilots are cautioned
not to parry small attacks with it needlessly; the mek is still armored with
the class-3 alloy.  The missile systems which fill the legs have been
removed, and many of the lightweight construction techniques have been
abandoned in order not to lose money on their bid.  The thrusters, while
essentially unchanged, are adequate, but the mek flies more slowly, and can
only lose one thruster pack before falling.  They did not, however,
omit the critical mental control rig, which dramatically improves a pilot's
ability to fire quickly and accurately, and also enhances the agility of the
mek.

A.2.c   Sniper-200:

Servo	Type	Space	Kills	Armor	Class	CP	Total
Torso	MW	 12	 12	 7	  S	 7	19
L.Arm	LH	 10	  6	 8	  A	12	18
R.Arm	LH	 10	  6	 8	  A	12	18
L.Leg	HS	  6	  6	 5	  S	 5	11
R.Leg	HS	  6	  6	 5	  S	 5	11
Head	HS	  5	  5	 5	  S	 5	 5
Power	MgH	 --	  1		 Hot+1		11
						Total	93

Weapon	  WA	Range	Damage	Shots	CP	Eff	Total	Loc	Notes
AA Laser  +3	12	 3	Inf	10.8	0.4	11.2	R.Hand
Sprayer   +1	 6	 3	Inf	14.4	2.7	17.1	R. Arm	BV2
									WA=60
150mm	   0	 6	 4	--	 7 	0.5	 7.5 	L.Arm	AF BV3
	Ammo: 10 Norm + 4 Incendiary (or AP) + 4 SS	19.6	L.Arm
NOTE: this ammo cost is "full" MTS cost.  A redesign with 1/5 cost
	ammo is pending.
150nm	   0	 6	11	Inf*	13.6	2.3	15.9	L.Hand	Warm 1*
	*Warmup time 1 turn, OR 10 shot limit.
Mdm Lsr	  +1	 3	 2	Inf	 2	-	 1.2	Torso	APers
Mdm Lsr	  +1	 -	 3	Inf	 3	-	 3	Torso	AMiss
R.Hand	  +1	 -	 1	-	 1	-	 1	R.Arm	Hand
L.Hand	  +1	 -	 1	-	 1	-	 1	L.Arm	Hand
Links: sprayer, 150mm, 150nm to AA laser.		 8
Sensors							 0	Head
ASP							10	Head
Fans	Base 15						 7.5	Torso, legs
						Total	103

Servo/Armor:	 93
Weapon/Misc:	103
Subtotal:	196
Base Weight:	 98
Wt. Eff.	  4
Total Wt.	 96
Total Cost:	200
MV:		-6
MA		4/10


Note:
This was designed as a "clone" of the Rifleman/Raidar X. (Editor's note:  This
comment almost landed this design in the systems conversions section, however,
as the mecha is part of this series it will remain here.) In the process of
translation, I decided to make each of the weapons a little different, and
added an actual game-useful sensor package.  The one laser has good range
and excellent accuracy, while another laser engages multiple targets.  A
third weapon is designed to degrade even gamma armor, and packs a little more
punch.  There is a fourth weapon, designed for high damage capacity, that is
even capable of bringing down those 10-kill force fields the high end
meks use.  It's also quite often capable of degrading armor despite a
successful shield parry, or taking out some meks' limbs with a single shot.
The power drain from the weapon, however, is such that it requires large
capacitors, which may be run indefinitely with a slower recharge cycle,
or for about 10 shots on fast recharge.  The capacitors are modular, for
easy replacement, so switching back and forth is a simple matter--often
the pilots themselves will "reload" their weapons while their techs work
on other repairs.

A.2.d   Storm-200:

Main form: tankform

Servo	Type	Space	Kills	Armor	Class	CP	Total
Torso	MgH	 22	 22	 11	  G	 33	55
Power	SH	 --	  		Cool+2		20
						Total	75

Weapon	  WA  Range    Damage	Shots	CP	Eff    Total	Loc	Notes
Main Gun  0	6	10	--	25	1.5	26.5	Mount1	MFBV3
	Burst Grenade 3	Ammo	 2			 7	Torso1
	Tracer Ammo		10			 7.5	Torso1
TriLas   +1	8	4	inf	12	 0	12	Mount2	BV3
AM Laser +1	-	4	inf	 4	 1.5	 6.5	Torso1	AM
Weapon Mounts (2)					 4	Torso4
Sensors							 0	Torso1
Cockpits (2)						 2	Torso2
Fans		12 Base, 6 spare 		 2	 9	Torso2
A-Rack	  0	8	3	40	 8	 3	11	Torso2
B-Rack	  0	7	4	 4	 9.6	 2.8	12.4	Torso4	Balial
C-Rack	  0	8	3	12	12	 4	16	Torso4	Rds 3
						Total  113.9

Servo/Armor:	 75
Weapon/Misc:	113.9
Subtotal:	185.9
Base Weight:	 94.5
Wt. Eff.	 11.1
Total Wt.	 88.9
Total Cost:	200.0
MV:		-6
MA:		4/10


Note:
This tank has not been combat-tested yet, and its single-servo structure is
probably the key to its success or failure.  Although the tankform is
resistant to damage, its armor will be worn down fairly quickly by the main
weapons of most mecha.  It is, however, reasonably nimble for its bulk; the
oversized powerplant enhances both maneuverability and endurance; while the
fans are not fast, the unit can often close with single-pilot meks by facing
them with a choice between firing and holding their distance.  One cannon is
mounted on each side of the tank, as is one crewman.  Both main cannon, and
the B-rack of missiles, can degrade even gamma armor.  The A-rack and C-rack
can devastate single opponents or groups of opponents, respectively, of
beta-quality or lesser armor.  The ammo mix on the heavy cannon can be varied,
of course. Due to the low number of missiles in the B-rack, which limits
its effectiveness against anti-missile-equipped units, there have been some
attempts to replace the B-rack entirely; point-defense weapons have not been
terribly successful, but other plans, such as radically improving
the triple laser and adding ammunition for the heavy cannon, or adding a
force screen (likely a factor-10 slow-cycling model; units with faster
recycle rates are usually too large or too expensive, or else far too easily
overloaded).  Like all units in the 200 series, this can be considered a
low-end model compared to its more expensive brothers, compared to which
it is heavy, slow, and short on firepower and defensive systems.
Nonetheless, it is still potent both one-on-one (or one-on-two, if the crew
doesn't panic, and if the enemy units are inferior) situation, and even more
capable in group actions.
[NOTE:  This tank becomes drastically more/less powerful depending on whether
	the "half damage to main body" for tankforms is applied before or
	after armor degradation is checked...]


=============================================================================
Jovian Chronicles Mecha created using Mekton II:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
=============================================================================
B.1.a
Mark Vezina (creator of the Jovian chronicles(with help)) has graciously
given me permission to use the following designs from the Jovian Chronicles
Sourcebook (Now selling at a bookstore near you.)

=============================================================================
          Name: Retaliator                Total Cost:108.7
Maneuver Value: -5                        Tonnage:37.7
     Ground MA: 6
     Flight MA: 18

Servo      Typ  Sp  Kls  Tkn       CP  Amr  Typ       CP       Total
torso       s   6   6               6   s    s        3          9
head        lw  2   2               2   lw   s        2          4
right arm   lw  3   3               3   sl   s        1          4
left arm    lw  3   3               3   sl   s        1          4
right leg   s   4   4               4   lw   s        2          6
left leg    s   4   4               4   lw   s        2          6

Powerplant  s       6               6      cool                  6
                                                     Total Cost: 39

Weap        WA  Rng Kls Dam Sht     CP     Eff    TotCst  Loc Sp Spec
railgun     0   6   5   5   *       3       1       4      RA  1
ammo RG                     20      8               8      T   2  standard
lt. missl.  +2  10  2   2   10      3.6             3.6   spec 4  3LA/3LA/
								  2LL/2RL
med. missl. +2  10  4   4   4       2.8     .5      3.4   spec    2LA/2RA
PlasmaLance +1  0   2   6   3       2               2      LH  2
PlasmaLance +1  0   2   6   3       2               2      RH  2
Left Hand   +1  0   1   1   na      1               1      LA  0   Qu./Hand
Right Hand  +1  0   1   1   na      1               1      RA  0   Qu./Hand

                                       Total Cost: 11.8

Sensor    Type    Cost    Kills    Range    Comm    Location    Spaces
 main	   s       2        4        4      800        Head       1
           Total:  2

    Movement Type:  Fan     Thr      Grv
   Cost of System:          6
Additional Thrust:          +6
             Cost:          6
   Space (Cost/3):          4
        Efficency:	    -
       Total Cost:          12
      Total Space:          4
         Total MA:          18
  Thrust Location:          2T/1LL/1RL


Hydraulic Type    Cost    Kills    Spaces    Damage Bonus
standard   std      0       8	     0           0

Other Additive systems:
system		cost	space	location	special
Esc. Pod         1        0
space prot.	 3	  0                     protection in space
links		12        0                     medium missiles, light missiles
Ttl cost:	16

Final costs:
      Cost (w/o Multipliers: 92
                Base Weight: 46
   Cost (after Multipliers): 92
   Efficency (        tons): 16.6  (8.3 tons)
         Cost (w/Efficency): 108.7
               Final Weight: 37.7
                      Scale: 1/1
              Scaled Weight: 37.7
                Scaled Cost: 108.7
Remote Cost (Total for All): 0
        Command Armour Cost: 0
                 Total Cost: 108.7
               Total Weight: 37.7
         (w/Command Armour):

Notes:
	This mecha uses the Jovian Chronicles rules for MV, MA, and actions.
============================================================================
B.1.b

          Name: Pathfinder
    Total Cost: 76.8
       Tonnage: 28.4
Maneuver Value: -3
     Ground MA: 9
     Flight MA: 18

Servo      Typ  Sp  Kls  Tkn       CP  Amr  Typ       CP       Total
Torso	     LW   4    4             4    LW   s        2          6
Head       SL   1    1             1    LW   s        2          3
Lt. Arm    SL   2    2             2    LW   s        2          4
Rt. Arm    SL   2    2             2    LW   s        2          4
Lt. Leg    LW   3    3             3    LW   s        2          5
Lt. Leg    LW   3    3             3    LW   s        2          5

Powerplant S         6             6         cool                6

                                                   Total Cost:  33

Weap        WA  Rng Kls Dam Sht     CP     Eff    TotCst  Loc Sp Spec
Part. Can.  +1   6   4   4   -      3.2    1.1     4.3    RA   1
med. missl. +2  10   4   4   2      1.5            1.5    LA   1.5
PlasmaLance +1   0   2   6   3       2               2      LH  2
PlasmaLance +1   0   2   6   3       2               2      RH  2
Left Hand   +1   0   1   1   na      1               1      LA  0   Qu./Hand
Right Hand  +1   0   1   1   na      1               1      RA  0   Qu./Hand
                                       Total Cost: 11.8

Sensor    Type    Cost    Kills    Range    Comm    Location    Spaces
Main       MS       4      5        7       1000      Head        1
           Total:   

[The rest of this mech has been lost - most likely to a disk error.]
============================================================================
B.2.a.

Class            : Tiger (Jovian Escort Carrier)
Designer         : Brian Laxson
Design objectives: Long Range Combat Cruiser
                   Exo-Armor Carrier
                   Fleet Escort
Length           : 225m
Crew             : 8 officers, 32 Crew, 50 Drones, 10 AI
No. Built        : 14
No. Active (2210): 12

Fleet Assignments:

Alpha: 4 Tiger, Snow Tiger, Ocelot, Puma
Beta : 4 (3) Leopard, (Taby), Bobcat, Wildcat
Gamma: 6 (5) Panther, Cougar, Lion, Caracal, (Lynx), Tigress

Battle Stats:

Total CP  : 9800
Hull Kills: 500
Batteries : 5
Main Wpn  : 0
Exo Bay   : 5
CIDL      : 4
Armor SP  : 6
Tons      : 5000
Total Crew: 100
Move      : 12
Sensor    : 400

CP Cost   Item
5000      Base Hull
600       +3 Armor SP
1200      4xKinetic Kill Cannon (Dam 30, RV 4, K 10)
400       Missile Bay (Dam 40, RV 2, K 10)
400       +2 MA
200       Extra Sensors
2000      +2 Mecha Bay

Overview:

Fulfilling the need for an exo-armor carrying escort the Tiger
class has seen comparatively frequent action.  Primary use of
these vessels is in convoy escort and anti-pirate operations.
The latter is where two of these vessels have been lost.

Multiple batteries of Kinetic Kill Cannons provide the Tiger
class with impressive anti-ship capabilities.  A missile bay and
CIDL batteries round out the ships own offensive systems.

Designed as a carrier the vessel a Tiger Escort Cruiser is
capable of easily carrying ten exo-armors.  Additional exo-armors
may be squeezed into the bays but with a great reduction in the
technicians abilities to provide proper maintenance.  Exo-armors
will typically be deployed as forward scouts and providing combat
space patrol cover.

The combination of exo-armors and anti-ship armaments give Tigers
good survivability.  Convoy groups in dangerous areas will often
have an escort carrier added to the destroyer group.  Overall,
Tiger Escort Carriers perform an excellent job of providing a

[?? - part of the file has been lost here - Editor]

has the most liveable crew quarters of any CEGA ship.   The armament
of the Kiowa class is intended for quick strikes from a range that
is hard for most other designs to match.   It's large amount of CIDL
batteries (for a corvette) give it a defensive screen that is more
commonly found on ships almost twice it's size.   About the only flaw
with the Kiowa-class corvettes is the cost, almost 1.66 times that of
the Bricriu-class.

Ship Layout:

Profile Map:
                          ______
        _________________/__l___|_________________
       /_ 3_|__4__|___5__|6|__b___|E_|_R1__|__P1__<
       \___k___/       \esh_7_c_|__9_|_R2__|__P2__<
                         \__l__|__C____/
Key:
   1: Outer Hull (not shown, outline only)
   2: Engineering Hull (not shown, outline only)
   3: Sensor Array
   4: Cargo Bay (Side Hatch)
   5: Crew Quarters
   6: Officers Quarters
   7: Mess Hall
   8: Maintenance Bay
   b: Bridge
   e: Elevator (crew only)
   s: Sick Bay
   c: Common Lounge and Rec Area
   k: Kinetic Kill Cannon
   l: Laser Cannon
   E: Engineering
   C: Cargo Bay (Bottom Hatch)
   R1: Reaction Mass Tank 1
   R2: Reaction Mass Tank 2
   P1: Plasma Drive 1
   P2: Plasma Drive 2

Notes: The following are equipped with escape pods: Crew Quarters (2)
   Officers Quarters (1), Bridge (2), Lounge (2), Engineering (2).
   The Sick Bay, Common Lounge and Rec Area, and Mess Hall are all
   one large room with low partitions (or thin walls, in the case of
   the Sick Bay).   The Sick Bay can also be sealed off from the rest
   of the common room if necessary.
===================================================================
B.3.a.

  Class		  : Franklin-class CEGA Escort Carrier
Designer	  : John Dunkelburg
Design Objectives : Long-Range Combat Cruiser
		    Raider Command Ship
		    Exo-Armor Carrier
		    Fleet Escort
Length		  : 255 meters
Crew		  : 12 Officers, 108 Crew, 70 Drones, 10 AI
No. Built	  : 12
No. Active (2210) : 12
Ships curr. Active: Benjamin Franklin, Graf Zeppelinn, Shokaku, St. Lo,
		    Clemenceau, Gambier Bay, Zuikaku, Illustrious,
		    Yorktown, Admiral Gorshkov, Akagi, Adm. Kuznetsov

Battle Stats:

Total CP    : 10900
Hull Kills  : 600
Batteries   : 4
Main Weapons: 1
Exo Bays:   : 6
CIDL	    : 6
Armor SP    : 4
Tons	    : 6000
Total Crew  : 200
Move	    : 12
Sensor	    : 400


   Item			Cost		Notes
  Base Hull	         6000
  2xKinetic Kill Cannons 600	    Dam 30, RV 4, K 10
  2xLaser Cannon	 200	    Dam 10, RV 6, K 10
  1xHvy Particle Accel.  700	    Dam 70, RV 4, Chrg 2, K 20
  +2 Mecha Bay		 2000
  Extra Sensors		 200
  +1 CIDL		 200
  +1 Armor		 200
  +2 MA			 400
  2xCatapults		 40

Overview:
   The Franklin-class carriers are intended to work primarily as
the command ship of small hunter-killer battlegroups composed of
one Franklin, two Kiowa-class corvettes, and possible one or two
Tengu-class light carriers.   The other main job of the Franklins
is defense of larger CEGA fleets, with the Franklins in close and
Tengus out on the perimeter with Kiowas.

   The only drawback of the Franklins is the cost, almost as much
as the larger Poseidon-class battleships.   However, the capabilities
of the Franklins make the class worth it.   At the heart of the
Franklin's capabilities are the 6 exo-armors it carries.   This gives
the Franklins the ability to project power much as the old water-
borne aircraft carriers did.   Combined with the firepower carried
by the Franklins themselves (it is one of the only carrier designs
to have any main weapon batteries as part of it's armament), and
the Franklins make themselves felt on the battlefield.

Side View:

		       _____________________
             _________/___hp___|_6a__e|__l__\_____________
	    /|e3____|___4__e|_5__|6b_e|	    |__P1__|__T1__<
           /7|e___me_8_me_|e9__|_10_ke|     |__P2__|__T1__<
           \ |e___me11_me_|e__12____ke|__E__|__P3__|__T3__<
            \|__13me_|_me14e__|_15___e|_16___|_P4_____/
                             \___l___|


Key:
   1 Outer Hull (not shown, outline)
   2 Engineering Hull (not shown, outline)
   3 Flight Crew Quarters and Ready Room
   4 Crew Quaters
   5 Flight Ops and CIC
   6a Nav Bridge
   6b Battle Bridge
   7 Main Sensor Array
   8 Exo-armor Bay 1
   9 Sick Bay
  10 Officers Quarters
  11 Exo-armor Bay 2
  12 Mess Hall and Crew's Lounge
  13 Exo-armor catapult and Exo-armor ready staging area
  14 Machine Shop
  15 Armory
  16 Storage
   E Engineering
   P Propellant storage tank (3)
   T Plasma Thruster (3)
   e elevator
  me exo-armor elevator
   l laser battery
   k Kinetic Kill Cannon
  hp Heavy Particle Accelerator


Notes:  Escape pods located in: Flight Crews Quarters (2), Crew Quarters
      (6), Flight Ops and CIC (2), Nav Bridge (1), Battle Bridge (2),
      Sick Bay (1), Officer's Quarters (2),  Mess Hall and Crews' Lounge
      (4), Exo-armor Bays (2 each), Armory (1), and Engineering (3).