Post by Rabite on Apr 24, 2015 12:22:56 GMT -6
I'll post the ships here on the first place, and edit everyone's unit choices in. You guys can post the MS/MA of your choice in, and your own ship design if you want something other than what I post. Note that in order to be able to travel in both Earth and Space, all ships will be equip with a Minovsky Craft. Specs such as Armor and Radar will have a Low, Medium, or High rather than an actual number due to lack of data, but that is in comparison to other ship of the same era(so 0145), and not those in 0079.
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MS Chosen:
EWAC Nero
Flint
Erebado
Advanced Tactical Mobile Suit "ATMOS"
Heavygun w/ Extra Thruster, G-Cannon Reactor
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Unit Type:
Claude Class Light Cruiser
Rollout:
UC 0142
Speed:
Very High
Armor:
Light
Special Features:
Re-Entry Capsules
Sensors, range low
Dummy Launcher
Minovsky Craft
Carries:
6 Mobile Suits w/ 2 Catapults
2 Support Unit
Main Armaments:
4x 2-Barrel Main Mega Particle Cannon(3 on upside(2 front, 1 rear), 1 on underside)
2x Sub Mega Particle Cannon(2 on underside)
18x 2-Barrel Anti-Air Machine Gun
8x Front Large Missile Launcher, can load Cluster Missile and Beam Dispense Missile
6x Small Missile Launcher
Bio:
The Claude Class Light Cruiser is based on the Musaka Class Cruiser of the Neo Zeon, and have many similar traits. But compared to the low number of Neo Zeon, there were much more needs to carry more Mobile Suits, and to be armed to fight more enemies at the same time. So more anti-air weapons, and cannons that aim to cover the blind spot of the ship are added. With beam weapons being the main focus of battle for many years, there were less need of anti-ship missiles. Instead the ship can load Cluster Missiles that can be used to deal with large number of enemy mobile units, the missiles can be programmed in advance to activate near the enemy for higher accuracy, even under the effects of Minovsky Particles. However with the guidance ability severely affected by minovsky particles it is unlikely to have major effects on enemies... if only there are ways to limit the use of minovsky particles...
Note:
As this ship can only carry up to 6 MS, any extra will have to be tied on the ship unless alternative transports are found.
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Unit Type:
Heathrow Class Battle Cruiser
Rollout:
UC 0144
Speed:
Average
Armor:
Average
Special Features:
Re-Entry Capsules
Sensors, range average
High Power Low Range Sensor, range low
Dummy Launcher
Minovsky Particle "Cleaning" Ability
1x Ship Grade Beam Shield
Minovsky Craft
Carries:
8 Mobile Suits w/ 2 Retractable Catapults
4 Support Unit
Main Armaments:
5x 2-Barrel Main Mega Particle Cannon(4 on side, 1 on rear)
12x 2-Barrel Anti-Air Machine Gun
12x Front Large Missile Launcher, can load Cluster Missile and Beam Dispense Missile
6x Rear Medium Missile Launcher
24x Rear Small Missile Launcher
Bio:
A ship that's completely different from most ships in the UC era, based on the Clop class. An unique ship that has the ability to speed up the process in which minovsky particle thins out, thus improving the accuracy and controls of missile type weapons and allowing it to use used effectively in low to mid range. This design is due to the increase in usage of anti-beam equipments, and the need of bombarding an entire area rather than fighting against a single target. The idea is to fire as much as possible, while trying to increase accuracy of the missiles in order to deliver a wide area of bombardment towards military buildings, or to block enemy beam attacks using a concentrated barrage of Beam Dispense Missiles.
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Unit Type:
Florence Class Super Heavy Battleship
Rollout:
UC 0145
Speed:
Low
Armor:
Very Heavy
Special Features:
Re-Entry Capsules
Sensors, range very high
Dummy Launcher
3x Ship Grade Beam Shield
Minovsky Craft
Carries:
24 Mobile Suits w/ 6 Catapults
Main Armaments:
1x Front Hyper Mega Particle Cannon
4x 2-Barrel Large Mega Particle Cannon(4 on side)
4x 3-Barrel 580mm Main Cannon(4 on upside)
24x Anti-Air Laser Cannon
4x Front Large Missile Launcher, can load Cluster Missile and Beam Dispense Missile
Bio:
A fusion between the Dogosse Giar and Nahel Argama, with main focus being firepower. With the main idea of destroying an entire enemy fleet in mind, this ship is loaded with many heavy weapons, including large mega particle cannons, the Nahel Argama type Hyper Mega Particle Cannon, and for enemies with anti-beam equipment, the solid 3-barrel 580mm Main Cannon. Using the Dogosse Giar as base, this ship have great amount of defense, being able to withstand a shot from the Mega Bazooka Launcher means it'll be able to take any sort of punishment for a long period of time. That said, this ship takes a lot of resource to run, and if damaged, a long period of time to repair back to full efficiency. Its slow speed also means if you encounter enemy fleets, and hope to keep your identity a secret, making use of your heavy weapons and annihilating them would be your only choice.
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Unit Type:
Zenon Class Assault Carrier
Rollout:
UC 0145
Speed:
High
Armor:
Average
Special Features:
Re-Entry Capsules
Sensors, range very high
Dummy Launcher
1x Ship Grade Beam Shield
Minovsky Craft
Carries:
32 Mobile Suits w/ 8 Catapults
12 Support Units
1 Mobile Armor
Main Armaments:
2x 2-Barrel Mega Particle Cannon(2 on side)
12x Anti-Air Laser Cannon
4x Front 2-tube Large Missile Launcher, can load Cluster Missile and Beam Dispense Missile
6x Small Anti-Air Missile Launcher
Bio:
Based on the original Pegasus Class, with a higher focus on mobile unit usage. Compared to other ships of its era, it has less guns than perhaps even a light cruiser. But its strong point lies in its ability to carry up to 32 MS and the ability to carry a large MA. It can quickly travel to the battlefield, and drop off its mobile units in a short amount of time, while providing light cover fire for its mobile units. However it is quite light on its own armaments, and would likely need to require its mobile forces to do much of the fighting. Note that if you choose a large MA, but decide to not choose this ship, your MA would have be dragged around with a wire.
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Unit Type:
Wiseman Class Assault Carrier
Rollout:
UC 0145
Speed:
Very High
Armor:
Average
Special Features:
Re-Entry Capsules
Sensors, range high
Dummy Launcher
Minovsky Craft
Carries:
4 Mobile Suits w/ 1 Catapult
4 Support Units
32 Bugs
Main Armaments:
2x 2-Barrel Mega Particle Cannon(2 on front)
6x 2-Barrel Anti-Air Machine Gun
4x Front 2-tube Large Missile Launcher, can load Cluster Missile and Beam Dispense Missile
Bio:
Loosely based on the Zamouth Garr class, this ship have the ability to carry the automated weapon, Bug. Using these weapons this ship can deal with large numbers of enemy MS at close-mid range, and can even slaughter the entire population of a colony. However this ship lacks anti-ship weapons, when faced with direct combat it would be better to avoid enemy ship and retreat as soon as possible.
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RNX-SS-P1 ("Renpou Naval Experimental Submarine Prototype 1")
Unit Type:
Light Experimental Sub-Space Submarine
Rollout:
UC 0145
Speed:
Average
Armor:
Very Light
Armor:
Super High Tensile Steel w/ Carbon Nanotube Coating
Special Features:
Temporary Sub-Space Diving Ability
Subspace Sensors, range high, can detect targets in regular space even while Sub-Space Diving
Subspace Energy Coat, protects the ship while in Subspace, cannot be used for combat
Dummy Launcher
Minovsky Craft, limited flight due to extra weight of Sub-Space equipment
Carries:
4 Mobile Suits w/ 1 Catapult
4 Support Units
Main Armaments:
4x Front 3-Tube Large Missile Launcher, Wire-Guided
-Long Range High Speed Anti-Ship Missile
-Beam Dispense Missile
-Large Area Chaff Missile
-Incinerate Cluster Missile
-Beam Spray Pod Missile
4x Vertical Large Missile Launcher, Wire-Guided
-Long Range Large Anti-Ship Missile
-Space Mine Cluster Missile
-Beam Pod Cluster Missile
2x Retractable 2-Barrel Rail Cannon
1x Front Hyper Mega Particle Cannon
Bio:
The first and possibly only ship with the ability to "dive" into Subspace, a newly detected dimension. The ship forms a coat around itself when
diving, allowing it to maintain functionality in Subspace without being destroyed by the environment, during this time it is completely invisible to the naked eye and any existing types of radar and detection tools. However the equipment used for Subspace diving is very great in weight, and takes up much of the ship, this creates the problem of reduction in speed and defense. Generally a small ship, the submarine can only carry up to 5 MS at max, however the powerful communication ability of this ship allows it to command its mobile forces with ease. For a small ship the P1 have quite a bit of armament, with goals of testing all new types of equipment for future designs, it is loaded with many special types of missiles. The Space Mine Cluster Missile allows it to plant large amounts of space mines which previously requires Minelayer boats or MS to do, while the Beam Pod Cluster Missile releases a wave of small beam pods that'll automatically fire at nearby targets. The Beam Spray Pod Missile, though has a similar name, operates like an Incom, and can fire waves of weaker beams at directed targets, wire guided and controlled by the crew. Lastly, in the case that the P1 has to fight a direct combat with a more powerful ship, it is armed with the Hyper Mega Particle Cannon on the front, however using the cannon requires much energy, and disables the ship from diving into Subspace for roughly an hour.
-
MS Chosen:
EWAC Nero
Flint
Erebado
Advanced Tactical Mobile Suit "ATMOS"
Heavygun w/ Extra Thruster, G-Cannon Reactor
-
Unit Type:
Claude Class Light Cruiser
Rollout:
UC 0142
Speed:
Very High
Armor:
Light
Special Features:
Re-Entry Capsules
Sensors, range low
Dummy Launcher
Minovsky Craft
Carries:
6 Mobile Suits w/ 2 Catapults
2 Support Unit
Main Armaments:
4x 2-Barrel Main Mega Particle Cannon(3 on upside(2 front, 1 rear), 1 on underside)
2x Sub Mega Particle Cannon(2 on underside)
18x 2-Barrel Anti-Air Machine Gun
8x Front Large Missile Launcher, can load Cluster Missile and Beam Dispense Missile
6x Small Missile Launcher
Bio:
The Claude Class Light Cruiser is based on the Musaka Class Cruiser of the Neo Zeon, and have many similar traits. But compared to the low number of Neo Zeon, there were much more needs to carry more Mobile Suits, and to be armed to fight more enemies at the same time. So more anti-air weapons, and cannons that aim to cover the blind spot of the ship are added. With beam weapons being the main focus of battle for many years, there were less need of anti-ship missiles. Instead the ship can load Cluster Missiles that can be used to deal with large number of enemy mobile units, the missiles can be programmed in advance to activate near the enemy for higher accuracy, even under the effects of Minovsky Particles. However with the guidance ability severely affected by minovsky particles it is unlikely to have major effects on enemies... if only there are ways to limit the use of minovsky particles...
Note:
As this ship can only carry up to 6 MS, any extra will have to be tied on the ship unless alternative transports are found.
-
Unit Type:
Heathrow Class Battle Cruiser
Rollout:
UC 0144
Speed:
Average
Armor:
Average
Special Features:
Re-Entry Capsules
Sensors, range average
High Power Low Range Sensor, range low
Dummy Launcher
Minovsky Particle "Cleaning" Ability
1x Ship Grade Beam Shield
Minovsky Craft
Carries:
8 Mobile Suits w/ 2 Retractable Catapults
4 Support Unit
Main Armaments:
5x 2-Barrel Main Mega Particle Cannon(4 on side, 1 on rear)
12x 2-Barrel Anti-Air Machine Gun
12x Front Large Missile Launcher, can load Cluster Missile and Beam Dispense Missile
6x Rear Medium Missile Launcher
24x Rear Small Missile Launcher
Bio:
A ship that's completely different from most ships in the UC era, based on the Clop class. An unique ship that has the ability to speed up the process in which minovsky particle thins out, thus improving the accuracy and controls of missile type weapons and allowing it to use used effectively in low to mid range. This design is due to the increase in usage of anti-beam equipments, and the need of bombarding an entire area rather than fighting against a single target. The idea is to fire as much as possible, while trying to increase accuracy of the missiles in order to deliver a wide area of bombardment towards military buildings, or to block enemy beam attacks using a concentrated barrage of Beam Dispense Missiles.
-
Unit Type:
Florence Class Super Heavy Battleship
Rollout:
UC 0145
Speed:
Low
Armor:
Very Heavy
Special Features:
Re-Entry Capsules
Sensors, range very high
Dummy Launcher
3x Ship Grade Beam Shield
Minovsky Craft
Carries:
24 Mobile Suits w/ 6 Catapults
Main Armaments:
1x Front Hyper Mega Particle Cannon
4x 2-Barrel Large Mega Particle Cannon(4 on side)
4x 3-Barrel 580mm Main Cannon(4 on upside)
24x Anti-Air Laser Cannon
4x Front Large Missile Launcher, can load Cluster Missile and Beam Dispense Missile
Bio:
A fusion between the Dogosse Giar and Nahel Argama, with main focus being firepower. With the main idea of destroying an entire enemy fleet in mind, this ship is loaded with many heavy weapons, including large mega particle cannons, the Nahel Argama type Hyper Mega Particle Cannon, and for enemies with anti-beam equipment, the solid 3-barrel 580mm Main Cannon. Using the Dogosse Giar as base, this ship have great amount of defense, being able to withstand a shot from the Mega Bazooka Launcher means it'll be able to take any sort of punishment for a long period of time. That said, this ship takes a lot of resource to run, and if damaged, a long period of time to repair back to full efficiency. Its slow speed also means if you encounter enemy fleets, and hope to keep your identity a secret, making use of your heavy weapons and annihilating them would be your only choice.
-
Unit Type:
Zenon Class Assault Carrier
Rollout:
UC 0145
Speed:
High
Armor:
Average
Special Features:
Re-Entry Capsules
Sensors, range very high
Dummy Launcher
1x Ship Grade Beam Shield
Minovsky Craft
Carries:
32 Mobile Suits w/ 8 Catapults
12 Support Units
1 Mobile Armor
Main Armaments:
2x 2-Barrel Mega Particle Cannon(2 on side)
12x Anti-Air Laser Cannon
4x Front 2-tube Large Missile Launcher, can load Cluster Missile and Beam Dispense Missile
6x Small Anti-Air Missile Launcher
Bio:
Based on the original Pegasus Class, with a higher focus on mobile unit usage. Compared to other ships of its era, it has less guns than perhaps even a light cruiser. But its strong point lies in its ability to carry up to 32 MS and the ability to carry a large MA. It can quickly travel to the battlefield, and drop off its mobile units in a short amount of time, while providing light cover fire for its mobile units. However it is quite light on its own armaments, and would likely need to require its mobile forces to do much of the fighting. Note that if you choose a large MA, but decide to not choose this ship, your MA would have be dragged around with a wire.
-
Unit Type:
Wiseman Class Assault Carrier
Rollout:
UC 0145
Speed:
Very High
Armor:
Average
Special Features:
Re-Entry Capsules
Sensors, range high
Dummy Launcher
Minovsky Craft
Carries:
4 Mobile Suits w/ 1 Catapult
4 Support Units
32 Bugs
Main Armaments:
2x 2-Barrel Mega Particle Cannon(2 on front)
6x 2-Barrel Anti-Air Machine Gun
4x Front 2-tube Large Missile Launcher, can load Cluster Missile and Beam Dispense Missile
Bio:
Loosely based on the Zamouth Garr class, this ship have the ability to carry the automated weapon, Bug. Using these weapons this ship can deal with large numbers of enemy MS at close-mid range, and can even slaughter the entire population of a colony. However this ship lacks anti-ship weapons, when faced with direct combat it would be better to avoid enemy ship and retreat as soon as possible.
-
RNX-SS-P1 ("Renpou Naval Experimental Submarine Prototype 1")
Unit Type:
Light Experimental Sub-Space Submarine
Rollout:
UC 0145
Speed:
Average
Armor:
Very Light
Armor:
Super High Tensile Steel w/ Carbon Nanotube Coating
Special Features:
Temporary Sub-Space Diving Ability
Subspace Sensors, range high, can detect targets in regular space even while Sub-Space Diving
Subspace Energy Coat, protects the ship while in Subspace, cannot be used for combat
Dummy Launcher
Minovsky Craft, limited flight due to extra weight of Sub-Space equipment
Carries:
4 Mobile Suits w/ 1 Catapult
4 Support Units
Main Armaments:
4x Front 3-Tube Large Missile Launcher, Wire-Guided
-Long Range High Speed Anti-Ship Missile
-Beam Dispense Missile
-Large Area Chaff Missile
-Incinerate Cluster Missile
-Beam Spray Pod Missile
4x Vertical Large Missile Launcher, Wire-Guided
-Long Range Large Anti-Ship Missile
-Space Mine Cluster Missile
-Beam Pod Cluster Missile
2x Retractable 2-Barrel Rail Cannon
1x Front Hyper Mega Particle Cannon
Bio:
The first and possibly only ship with the ability to "dive" into Subspace, a newly detected dimension. The ship forms a coat around itself when
diving, allowing it to maintain functionality in Subspace without being destroyed by the environment, during this time it is completely invisible to the naked eye and any existing types of radar and detection tools. However the equipment used for Subspace diving is very great in weight, and takes up much of the ship, this creates the problem of reduction in speed and defense. Generally a small ship, the submarine can only carry up to 5 MS at max, however the powerful communication ability of this ship allows it to command its mobile forces with ease. For a small ship the P1 have quite a bit of armament, with goals of testing all new types of equipment for future designs, it is loaded with many special types of missiles. The Space Mine Cluster Missile allows it to plant large amounts of space mines which previously requires Minelayer boats or MS to do, while the Beam Pod Cluster Missile releases a wave of small beam pods that'll automatically fire at nearby targets. The Beam Spray Pod Missile, though has a similar name, operates like an Incom, and can fire waves of weaker beams at directed targets, wire guided and controlled by the crew. Lastly, in the case that the P1 has to fight a direct combat with a more powerful ship, it is armed with the Hyper Mega Particle Cannon on the front, however using the cannon requires much energy, and disables the ship from diving into Subspace for roughly an hour.