YOUR SHIP: The Wels-class Battleship Jaburo
Stats:
Medium Heavy Hull (1600 Kills, 16 Spaces all occupied)
Armored Heavy Armor (90 SP),
Crew:
C-Grade: 1d10+12 for all skill rolls, representing a primarily green crew. Your non-Ace pilots use this value too, modified by the penalties from their machine's weight.
Weaponry:
Fore Superheavy Beam Battery: (WA 0, 9000m range, 500K, 5 Spaces, Forward 180-degree Arc only)
Aft Heavy Beam Battery: (WA 0, 5550m range, 200K, 3 Spaces, Rear 180-degree Arc only)
Deluxe CIWS: (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
Light Defensive Screen: (1000 SP lowered on a one-to-one basis by damage, takes 1 Action to put up but can be dropped instantly, while active no mecha can enter or exit the vessel, 2 Spaces)
Subassemblies:
2 Mecha Bays (can support 130 mecha, 2 Spaces)
1 Cargo Hold (3200 tons)
1 Passenger Space (640 people)
Maneuverability:
Takes 400 meters forward travel to change heading 60 degrees.
Takes a -8 to hit mecha (except with CIWS)
Mecha get +8 to hit it.
Can fly 800m per turn, not counting the Microgate Projector. NOPE! The engines are down, it can't move at all!
Complement: The Jaburo can have up to 130 mecha in readiness for launch, and can launch 6 per turn (13 prior to damage)
1 S-Swordtail
1 King Swordfish Mk. II
1 S-Puffer(S-Fugu on paper)
120 escort mecha (Bluegills, Pumpkinseeds, Garrons, Palominos, Warmouths, Morgan IIs)
Pilots: (P = Professional, R = Rookie, C = Crew)
Lieutenant Pierre Blanchett [P] (Mecha Pilot 17, Mecha Melee 17, Mecha Missiles 16)
Ensign Heinrich “Caesar” Merrow [R] (Mecha Pilot 16, Mecha Fighting 14, Mecha Melee 16)
Cadet Naomi Heim [R] (Mecha Pilot 16, Mecha Gunnery 16, Mecha Fighting 14)
120 UJCIDF Rookie Pilots [C] (12 all skill rolls)