Gundam Warships for the "Mecha!" RPG System
______________________________________________________________________
First Draft July 2003				by Linwood Foster III
						devillin@juno.com

1.0 Introduction
	After many years of announcing this project, I finally decided to 
finish it up. Sources for the ship stats listed here include: the "Comparison
of Ships in 0083" article from UC Herald 2 forwarded to me by Mark Simmons, 
stats from the Big List of Mecha and the FAHQ webpage put together by Burke 
Rukes, and extrapolation of lineart from Entertainment Bible 37. In combining
stats from these different sources, I came upon errors in the weapons listings
for several of these warships. In most cases, I decided to go with what I could
see in the lineart versus the stats listed in other places. In going with 
generic names for the warship weapons for Mecha!, I renamed many of the 
cannons listed in the various Gundam stats. The original names and their 
Mecha! equivalents are as follows: mega-particle cannon = super cannon, sub 
gun = secondary cannon, laser/machinegun/secondary/anti-aircraft cannon = 
anti-mecha cannon, missile launcher = missile bay, and launch catapult = mecha 
repair bay.  

2.0 Warship Combat
	Warships in Mecha!, in most cases, use the same rules as regular mecha
in combat. All are considered as Super Heavy-class mecha for weight, and all 
have the ability to Dodge. However, exceptions come into play when mecha and 
warships interact with each other. The exceptions are as follows:

1) Cruiser cannons and missiles roll 1D10 to hit. Anti-mecha guns use 2D6 to
	hit. 
2) Due to having dozens to hundreds of crewmembers, cruisers are able to fire 
	on multiple targets with no penalties.
3) Secondary cannon are -2 to hit mecha. Main Cannon are -3 to hit mecha. 
	Super Cannon are -4 to hit mecha.
4) If a mecha is within 5" of a ship, it may participate in that ship's anti-
	missile defense. 
5) A ship must spend 1 AP to launch each mecha. The mecha travels a distance 
	equal to their movement for 1 A.P. 
6) Damaged or retreating mecha can board any ship with repair bays up to the 
	ship's maximum number of mecha. The mecha must be able to move the 
	equivalent of 1	AP to board the ship.
7) A ship may spend 1 AP each round to repair any damaged mecha onboard. Each 
	bay can repair 20 points of mecha per round, until the full point cost 
	of the mecha is repaired.

8) CRUISER MODIFIED CRITICAL HIT TABLE
Automatic: lose 1 die armor, 1 missile pod, plus the following:      
	1    	Lose 1" from movement limit.
	2    	One weapon destroyed.
      	3    	Lose two weapons.
      	4    	One mecha repair bay destroyed, including any suits inside.
      	5	One missile bay destroyed. Roll 1D6 damage for each 
		remaining missile. Additional critical hits may be rolled.
	6 	Catastrophic: roll again.
	    	1-3 	Bridge wiped out. No helm or movement. Weapons may 
			continue to fire.
		4-5	Main Reactor destroyed. No weapons or defense shields.
 			Ship may continue to move.
	    	6 	Cruiser explodes. Normal detonation rules.


FEDERATION

0079-0083 Era

White Base Pegasus-Class Mobile Suit Carrier
SI=45. Movement limit 5", 1"/AP. Two super cannon batteries: 2 5D6, 50", RoF 1. 
One main cannon battery: 2 4D6, 40", RoF 1. Eight anti-mecha batteries: 2 1D6, 
20", RoF 1. Eight missile bays. Two mecha repair bays: repairs and restocks 20 
points of damage or supplies every round per bay. Carries 6 mecha. One homing 
pod. 5D6 regular armor, 4D6 heavy armor. Cost: 1600.

Magellan Battleship
SI=90. Movement limit 5", 1"/AP. Seven main cannon batteries: 2 4D6, 40", RoF 1. 
Fourteen anti-mecha batteries: 2 1D6, 20", RoF 1. Four missile bays. One homing 
pod. 4D6 regular armor, 3D6 heavy armor. Cost: 2300.

Public Assault Ship
SI=10. Movement limit 20", 4"/AP. Two large missiles: 4D6, 40". 1D6 regular 
armor. Cost: 295.

Columbus Transport
SI=10. Movement limit 12", 4"/AP. Four mecha repair bays: repairs and restocks
20 points of damage or supplies every round per bay. Carries 80 mecha. 2D6 
regular armor. Cost: 330.

Salamis Cruiser
SI=50. Movement limit 12", 3"/AP. Six main cannon: 4D6, 40", RoF 1. Ten anti-
mecha batteries: 2 1D6, 20", RoF 1. Eight missile bays, two missile pods. One
homing pod. 2D6 regular armor, 1D6 heavy armor. Cost: 1400.

Albion Pegasus-Class Mobile Suit Carrier
SI=90. Movement limit 5", 1"/AP. Two super cannon: 6D6, 60", 1/6. Two main 
cannon batteries: 2 5D6, 50", RoF 1. Two secondary cannon batteries: 2 3D6,
30", RoF 1. Eighteen anti-mecha batteries: 2 1D6, 20", RoF 1. Four missile 
bays. Two mecha repair bays: repairs and restocks 20 points of damage or 
supplies every round per bay. Carries 6 mecha. 5D6 regular armor, 4D6 heavy 
armor. Cost: 2300.

Salamis v.0083 Cruiser
SI=80. Movement limit 12", 3"/AP. Three main cannon batteries: 2 4D6, 40", RoF 1. 
Seven main cannon batteries: 4D6, 40", RoF 1. Seven anti-mecha batteries: 2 1D6, 
20", RoF 1. Nine missile bays, two missile pods. 2D6 regular armor, 1D6 heavy 
armor. Cost: 1900.

Modified Magellan Battleship
SI=95. Movement limit 5", 1"/AP. Seven main cannon batteries: 2 4D6, 40", RoF 1. 
Sixteen anti-mecha batteries: 2 1D6, 20", RoF 1. Four missile bays. One homing 
pod. 4D6 regular armor, 3D6 heavy armor. Cost: 2600.

Birmingham Battleship
SI=90. Movement limit 5", 1"/AP. One super cannon: 6D6, 60", RoF 1/6. Five main 
cannon batteries: 2 4D6, 40", RoF 1. Four secondary cannon: 3D6, 30", RoF 1. 
Twelve anti-mecha batteries: 2 1D6, 20", RoF 1. Seven missile bays. 5D6 regular
armor, 4D6 heavy armor. Cost: 2600.

Zeta/ZZ Era

Ahgama Mobile Suit Carrier
SI=45. Movement limit 5", 1"/AP. Two super cannon: 6D6, 60", RoF 1/6. Four main 
cannon: 4D6, 40", RoF 1. Two mecha repair bays: repairs and restocks 20 points 
of damage or supplies every round per bay. Carries 8 mecha. 4D6 regular armor, 
3D6 heavy armor. Cost: 1000.

Radish Irish-Class Battleship
SI=45. Movement limit 5", 1"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. 
Five main cannon: 4D6, 40", RoF 1. Three mecha repair bays: repairs and restocks
20 points of damage or supplies every round per bay. Carries 8 mecha. 4D6 regular
armor, 3D6 heavy armor. Cost: 1200.

Modified Salamis Cruiser
SI=65. Movement limit 12", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. 
Five main cannon: 4D6, 40", RoF 1. Ten anti-mecha batteries: 2 1D6, 20", RoF 1. 
Eight missile bays, two missile pods. One mecha repair bay: repairs and restocks
20 points of damage or supplies every round. Carries 4 mecha. One Homing Pod. 
2D6 regular armor, 2D6 heavy armor. Cost: 1900.

Alexandria Heavy Cruiser
SI=65. Movement limit 12", 2"/AP. Four main cannon batteries: 2 4D6, 40", RoF 1. 
Two main cannon: 4D6, 40", RoF 1. Eight anti-mecha batteries: 2 1D6, 20", RoF 1. 
Four mecha repair bays: repairs and restocks 20 points of damage or supplies 
every round per bay. Carries 10 mecha. 3D6 regular armor, 2D6 heavy armor. 
Cost: 2000.

Hario Heavy Cruiser
SI=75. Movement limit 12", 2"/AP. Six main cannon batteries: 2 4D6, 40", RoF 1. 
Two main cannon: 4D6, 40", RoF 1. Six anti-mecha batteries: 2 1D6, 20", RoF 1. 
Four mecha repair bays: repairs and restocks 20 points of damage or supplies 
every round per bay. Carries 10 mecha. 3D6 regular armor, 2D6 heavy armor. 
Cost: 2100.

Dogos Gear Battleship
SI=160. Movement limit 5", 1"/AP. Two main cannon batteries: 2 4D6, 40", RoF 
1. Three main cannon: 4D6, 40", RoF 1. Two secondary cannon batteries: 3 3D6, 
30", RoF 1. Four secondary cannon batteries: 2 3D6, 30", RoF 1. Four secondary 
cannon: 3D6, 30", RoF 1. Thirty-five anti-mecha batteries: 2 1D6, 20", RoF 1. 
Seven mecha repair bays: repairs and restocks 20 points of damage or supplies 
every round per bay. Carries 30 mecha. 5D6 regular armor, 4D6 heavy armor. 
Cost: 4600.

Lombardia Cruiser
SI=25. Movement limit 16", 2"/AP. Two super cannon: 6D6, 60", RoF 1. Two 
mecha repair bays: repairs and restocks 20 points of damage or supplies 
every round per bay. Carries 10 mecha. 3D6 regular armor, 2D6 heavy armor. 
Cost: 500.

Near Ahgama Mobile Suit Carrier
SI=55. Movement limit 5", 1"/AP. One super cannon: 6D6, 60", RoF 1/6. Two 
secondary super cannon: 5D6, 50", RoF 1/5. Two double main cannon batteries: 
2 4D6, 40", RoF 1. Two main cannon: 4D6, 40", RoF 1. Two secondary cannon: 3D6, 
30", RoF 1. Five mecha repair bays: repairs and restocks 20 points of damage or 
supplies every round per bay. Carries 12 mecha. 4D6 regular armor, 3D6 heavy 
armor. Cost: 1800.

CCA/0091-V Gundam Era

La Chatta Cruiser
SI=60. Movement limit 12", 2"/AP. Two main cannon batteries: 2 4D6, 40", 
RoF 1. Two secondary batteries: 2 3D6, 30", RoF 1. Twelve anti-mecha batteries: 
2 1D6, 20", RoF 1. Six missile bays. One mecha repair bay: repairs and restocks 
20 points of damage or supplies every round. Carries 4 mecha. 3D6 regular armor, 
2D6 heavy armor. Cost: 1900.

La Cairum Mobile Suit Carrier
SI=90. Movement limit 5", 1"/AP. Four main cannon batteries: 2 4D6, 40", RoF 1. 
Twenty-Two anti-mecha batteries: 2 1D6, 20", RoF 1. Six missile bays. Three 
mecha repair bays: repairs and restocks 20 points of damage or supplies every
round per bay. Carries 8 mecha. 5D6 regular armor, 4D6 heavy armor. Cost: 2600.

Space Ark Training Cruiser
SI=40. Movement limit 12", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. 
Six anti-mecha batteries: 2 1D6, 20", RoF 1. Six missile bays. One mecha repair 
bay: repairs and restocks 20 points of damage or supplies every round. Carries 
4 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 1300.

Modified Alexandria Heavy Cruiser
SI=90. Movement limit 12", 2"/AP. Six main cannon batteries: 2 4D6, 40", RoF 1. 
Twelve anti-mecha batteries: 3 1D6, 20", RoF 1. Four mecha repair bays: repairs 
and restocks 20 points of damage or supplies every round per bay. Carries 10 
mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 2300.

Reinforce Light Cruiser
SI=65. Movement limit 12", 3"/AP. Four main cannon batteries: 2 4D6, 40", RoF 1. 
Eight anti-mecha batteries: 3 1D6, 20", RoF 1. Four missile bays. One mecha 
repair bay: repairs and restocks 20 points of damage or supplies every round. 
Carries 6 mecha. 2D6 regular armor, 1D6 heavy armor. Cost: 1700.

Reinforce Junior Cruiser
SI=105. Movement limit 14", 2"/AP. Six main cannon batteries: 2 4D6, 40", RoF 1. 
Sixteen anti-mecha batteries: 3 1D6, 20", RoF 1. Three mecha repair bays: 
repairs and restocks 20 points of damage or supplies every round per bay. 
Carries 14 mecha. 3D6 regular armor, 2D6 heavy armor. One force screen. 
Cost: 3000.

Sinope Support Craft
SI=20. Movement limit 20", 4"/AP. Two missile bays. One mecha repair bay: 
repairs and restocks 20 points of damage or supplies every round. Carries 2 
mecha. 2D6 regular armor. Cost: 400.

White Ark Cruiser
SI=40. Movement limit 10", 2"/AP. One super cannon: 6D6, 60", RoF 1. Eight 
missile bays. One mecha repair bay: repairs and restocks 20 points of damage 
or supplies every round. Carries 4 mecha. 3D6 regular armor, 2D6 heavy armor. 
One force screen. Cost: 700.

ZEON (DELAZ/AXIS/NEO-ZEON)

0079-0083 Era

Doros Heavy Carrier
SI=75. Movement limit 6", 2"/AP. Eight main cannon batteries: 2 4D6, 40", RoF 1. 
Two anti-mecha batteries: 2 1D6, 20", RoF 1. Seven mecha repair bays: repairs 
and restocks 20 points of damage or supplies every round per bay. Carries 182 
mecha. 2D6 regular armor, 2D6 heavy armor. Cost: 2000.

Chibe Heavy Cruiser
SI=65. Movement limit 6", 2"/AP. Two main cannon batteries: 3 4D6, 40", RoF 1. 
Eighteen anti-mecha batteries: 2 1D6, 20", RoF 1. Twelve missile bays. 3D6 
regular armor, 2D6 heavy armor. Cost: 1900.

Gwajin (Gwaden) Battleship
SI=60. Movement limit 5", 1"/AP. Three main cannon batteries: 2 4D6, 40", RoF 1. 
Fourteen anti-mecha batteries: 2 1D6, 20", RoF 1. Two mecha repair bays: repairs 
and restocks 20 points of damage or supplies every round per bay. Carries 20 
mecha. 4D6 regular armor, 3D6 heavy armor. Cost: 1850.

Musai Light Cruiser
SI=35. Movement limit 12", 3"/AP. Three main cannon batteries: 2 4D6, 40", RoF 1. 
Twelve missile bays. Two mecha repair bays: repairs and restocks 20 points of 
damage or supplies every round per bay. Carries 3 mecha. One Komusai. 2D6 
regular armor, 1D6 heavy armor. Cost: 1100.

Komusai Support Craft
SI=10. Movement limit 12", 4"/AP. Two anti-mecha cannon: 1D6, 20", RoF 1. 
Carries 2 mecha. 1D6 regular armor. Cost: 200.

Zanzibar Cruiser
SI=45. Movement limit 10", 2"/AP. One main cannon battery: 2 4D6, 40", RoF 1. 
Four super cannon: 5D6, 50", RoF 1/5. Five anti-mecha batteries: 2 1D6, 20", 
RoF 1. Two mecha repair bays: repairs and restocks 20 points of damage or 
supplies every round per bay. Carries 6 mecha. 3D6 regular armor, 2D6 heavy 
armor. Cost: 1200.

Zanzibar (Lili Marleen)
SI=65. Movement limit 10", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. 
Four secondary cannon batteries: 2 3D6, 30", RoF 1. Eight anti-mecha batteries: 
2 1D6, 20", RoF 1. Two mecha repair bays: repairs and restocks 20 points of 
damage or supplies every round per bay. Carries 6 mecha. 3D6 regular armor, 
2D6 heavy armor. Cost: 1600.

Musai (Peer Gynt) Cruiser
SI=65. Movement limit 12", 3"/AP. Five main cannon batteries: 2 4D6, 40", RoF 1. 
Ten anti-mecha batteries: 2 1D6, 20", RoF 1. Ten missile bays. Two mecha repair 
bays: repairs and restocks 20 points of damage or supplies every round per bay. 
Carries 4 mecha. One Komusai II. 2D6 regular armor, 1D6 heavy armor. Cost: 1800.

Komusai II Shuttle
SI=10. Movement limit 12", 4"/AP. Two anti-mecha cannon: 1D6, 20", RoF 2. 
Carries 2 mecha. 1D6 regular armor. Cost: 250.

Zeta/ZZ Era

Modified Musai Cruiser
SI=50. Movement limit 12", 3"/AP. Two super cannons: 6D6, 60", RoF 1/6. Three 
main cannon batteries: 2 4D6, 40", RoF 1. Two secondary cannons: 3D6, 30", RoF 1. 
Twelve missile bays. One Komusai. 2D6 regular armor, 1D6 heavy armor. Cost: 1500.

Endora Cruiser
SI=50. Movement limit 12", 2"/AP. Two super cannons: 6D6, 60", RoF 1/6. One 
main cannon battery: 2 4D6, 40", RoF 1. Five main cannons: 4D6, 40", RoF 1. 
Two mecha repair bays: repairs and restocks 20 points of damage or supplies 
every round per bay. Carries 6 mecha. One Komusai. 3D6 regular armor, 2D6 
heavy armor. Cost: 1400.

Gwadan Battleship
SI=60. Movement limit 5", 1"/AP. One super cannon: 6D6, 60", RoF 1/6. Two main 
cannon batteries: 2 4D6, 40", RoF 1. Fourteen anti-mecha batteries: 2 1D6, 20", 
RoF 1. Three mecha repair bays: repairs and restocks 20 points of damage or 
supplies every round per bay. Carries 20 mecha. 4D6 regular armor, 3D6 heavy 
armor. Cost: 1800.

Gwanban Battleship
SI=50. Movement limit 10", 1"/AP. Three super cannons: 6D6, 60", RoF 1/6. Five 
main cannon: 4D6, 40", RoF 1. 4D6 regular armor, 3D6 heavy armor. Cost: 1150.

Chibe Modified Heavy Cruiser
SI=70. Movement limit 6", 2"/AP. Two main cannon batteries: 3 4D6, 40", RoF 1. 
Eighteen anti-mecha batteries: 2 1D6, 20", RoF 1. Eight missile bays. One mecha 
repair bay: repairs and restocks 20 points of damage or supplies every round. 
Carries 8 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 2100.

Sadaran Battleship
SI=130. Movement limit 5", 1"/AP. Two super cannons: 6D6, 60", RoF 1/6. Six 
main cannon batteries: 2 4D6, 40", RoF 1. Thirty-one anti-mecha batteries: 2 
1D6, 20", RoF 1. Six missile bays. Two mecha repair bays: repairs and restocks 
20 points of damage or supplies every round per bay. Carries 10 mecha. One 
Komusai II. 5D6 regular armor, 4D6 heavy armor. Cost: 3800.

CCA/0091-V Gundam Era

Reyullura Battleship
SI=130. Movement limit 5", 1"/AP. Seven main cannon batteries: 2 4D6, 40", RoF 1. 
Twenty anti-mecha batteries: 3 1D6, 20", RoF 1. Six missile bays. Two mecha 
repair bays: repairs and restocks 20 points of damage or supplies every round
per bay. Carries 20 mecha. 5D6 regular armor, 4D6 heavy armor. Cost: 3700.

Musaka Cruiser
SI=65. Movement limit 12", 2"/AP. Four main cannon batteries: 2 4D6, 40", RoF 1. 
Twelve anti-mecha batteries: 2 1D6, 20", RoF 1. Six missile bays. Two mecha 
repair bays: repairs and restocks 20 points of damage or supplies every round
per bay. Carries 4 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 1800.

CROSSBONE VANGUARD/ZANSCARE EMPIRE

Zamouth Gar Battleship
SI=75. Movement limit 5", 1"/AP. Seven main cannon batteries: 2 4D6, 40", RoF 1. 
Six anti-mecha batteries: 2 1D6, 20", RoF 1. Four mecha repair bays: repairs and 
restocks 20 points of damage or supplies every round per bay. Carries 10 mecha. 
5D6 regular armor, 4D6 heavy armor. Cost: 2000.

Zamouth Gess Cruiser
SI=30. Movement limit 12", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. 
Two mecha repair bays: repairs and restocks 20 points of damage or supplies 
every round per bay. Carries 4 mecha. 3D6 regular armor, 2D6 heavy armor. 
Cost: 750.

Zamouth Giri Battleship
SI=50. Movement limit 5", 1"/AP. Four main cannon batteries: 2 4D6, 40", RoF 1. 
Six anti-mecha batteries: 2 1D6, 20", RoF 1. One mecha repair bay: repairs and 
restocks 20 points of damage or supplies every round. Carries 4 mecha. 4D6 
regular armor, 3D6 heavy armor. Cost: 1500.

Zamouth Nada Destroyer
SI=25. Movement limit 12", 3"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. 
Two missile pods. 2D6 regular armor, 1D6 heavy armor. Cost: 650.

Adrastea Battleship
SI=125. Movement limit 5", 1"/AP. Eight main cannon batteries: 2 4D6, 40", RoF 
1. One main cannon battery: 3 4D6, 40", RoF 1. Thirty-seven anti-mecha cannon: 
1D6, 20", RoF 1. 4D6 regular armor, 3D6 heavy armor. Cost: 3000.

Amalthea Heavy Battleship
SI=60. Movement limit 5", 1"/AP. Four main cannon batteries: 2 4D6, 40", RoF 1. 
Eight missile bays. 5D6 regular armor, 4D6 heavy armor. Cost: 1250.

Callisto Command Cruiser
SI=40. Movement limit 12", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. 
Four missile bays. Two mecha repair bays: repairs and restocks 20 points of 
damage or supplies every round per bay. Carries 4 mecha. One homing pod. 3D6 
regular armor, 2D6 heavy armor. Cost: 900.

Einerad Support Craft
SI=15. Movement limit 16", 4"/AP. Two secondary cannon: 3D6, 30", RoF 1. One
missile bay. 2D6 regular armor. Cost: 400.

Lysithea Strategic Cruiser
SI=50. Movement limit 12", 2"/AP. Two main cannon batteries: 2 4D6, 40", RoF 1. 
Twelve anti-mecha batteries: 2 1D6, 20", RoF 1. Two missile bays. Two mecha 
repair bays: repairs and restocks 20 points of damage or supplies every round
per bay. Carries 6 mecha. 3D6 regular armor, 2D6 heavy armor. Cost: 1300.

Squid Control and Defense Battleship
SI=80. Movement limit 5", 1"/AP. Eight main cannon batteries: 2 4D6, 40", RoF 1. 
Eight missile bays. Ten Keilas Guilie. 4D6 regular armor, 3D6 heavy armor. 
Cost: 6000.

Keilas Guilie Attack Satellite (Slave)
SI=20. Movement limit 10", 2"/AP. One super cannon: 6D6, 60", RoF 2. 3D6 regular 
armor, 2D6 heavy armor. Cost: 400.

    Source: geocities.com/area51/shadowlands/1315

               ( geocities.com/area51/shadowlands)                   ( geocities.com/area51)