MGT2 - Irish Class (Zeta Gundam)

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Radish, TL9 Irish-class Space Battleship

Tons Price (MCr.)


Hull 30,000 dtons Standard non-gravity 30,000 750
hull
TL7 radiation shielding - 750
15,000 Hull
Armor TL7 Titanium 5 armor 3,750 93.75
Steel
Maneuver Drive TL7+2 Thrust 3, Fuel efficient 1,800 450
Reaction (x2)
Power Plant TL8 Fusion +8000 power 800 400
Bridge Command +1 tactics (naval), +2 80 281.25
Bridge, TL9 initiative
holographic
controls
Computer TL9 Core/40- Immune EMP - 67.5
fib
5x TL9 Immune EMP - 1.2
Computer/10-
fib
Electronics TL9 ‘Civilian’ -2 sensor, 1 power 1 3
Weapons 6x TL8 2- Short, 6x 2DD+(1x2) 6000 1,440
barrel main each, 480 power, 60
beam hardpoints
cannons* (12
large mass
driver bays)
400 Hardpoints TL7 VLMS (5 4D each, smart, 250 2500 625
large missile power, 25 hardpoints,
bays) fires 120 missile/bay
each round, holds 1,440
missile/bay
20x TL8 Short, 2D each, 180 20 30
Double beam power
turret**
Fuel 9,500
Cargo 1,629
160 staterooms (100 640 320
are double-occupancy)
10 emergency low-berth 40 passengers, 10 10 10
power
Extras Armored -1 severity - -
bulkhead
(computer)
Armored -1 severity 8 1.6
bulkhead
(bridge)
Armory Equipment for 50 10 2.5
marines
Barracks 50 marines. Life support 100 5
25,000/month
4x Briefing DM+1 tactics (military) 16 2
Rooms
Brig Up to 24 prisoners, life 16 1
support 4,000/month
Fuel Processor Process 400 dton/day, 20 1
40 power
Full Hanger Up to 1,000 dtons of 2,000 400
small craft
10x Heavy Manipulate 10dtons 60 30
Grappling each
Arms
TL9 launch Launch up to 30dton 300 150
tubes small craft, 1 round to
load, launch 10
craft/turn, 300 power
10x TL7 10 power 10 0.03
Loading Belt
TL8 Library +1 EDU training 4 4
Medical Bay +1 Medic, treat 20 16 8
patients
Recovery Deck Recover 1 30 dton small 300 150
craft/round, 300 power
Repair Drones Engineer 1 skill 400 80
UNREP system Transfer 200 dtons/hr, 10 5
10 power
Software
TL9 Evade/1 10 BW - 1
TL9 Fire +1 to 1 att, 5 BW - 2
Control/1
TL9 Launch +1 to all missiles, 5 BW - 10
Solution/1
TL8 Library - -
TL8 - -
Maneuver/0
TL9 Point Close, 12 BW - 8
Defense/1
Maintenance (monthly) 0.5348
Life Support (monthly) 0.389
Salaries (monthly) 0.333 minimum
Total Tonnage and Cost 30,000 6082.83

System Power
Requirement
Basic 6,000
Maneuver 0
Weapons 910
Electronics 1
Other Systems 670
Total: 7,581

Length: 400m
Width: 125m
Height: 80m

Minimum Recommended (2e HG) Crew:


1 captain
3 pilots
25 engineers
20 maintenance staff
1 medic
74 gunnery crew
10 administrators
8 officers

*Beam weaponry, through the discovery of Minovsky particles, occurs in the UC setting long before FTL
drives appear. Treat them as Mass Drivers, except that they do not require ammunition. Modified rule:
multi-mounted weapons use the same rules for multiple weapons in the same mount as turrets do.

**Pulse laser turrets have too long a range to fit into UC. Unfortunately, HG2e does not have sufficient rules
in its Primitive/Advanced spacecraft chapter to better represent this. Instead, treat as pulse lasers except
reduce their range to short and -1 to TL.

Notes:
The Irish-class’ reactor requires 80 dtons of fuel per month. At her current fuel allocation the Irish’s efficient
reaction drives can perform at an average 1g for up to 25.3 hours or at a combat speed of 3g for up to 8.4
hours.

In Traveller terms this is pretty terrible, but as a real world comparison this is actually very robust, with a(n)
(ideal) delta-v of 892 km/s, which is more than 2 or 3 times necessary for interplanetary missions out to the
Jovians. In the Gundam fiction this value is maybe a bit higher than what we observe, but given that the
Irish-class was considered very fast for her size (it’s an intentional homage to the fast Iowa-class
battleships), it may be appropriate.

History:
The Irish-class battleship was a high speed battleship with a large mobile suit contingent developed by
Anaheim Electronics after the end of the One Year War. Realizing that the Salamis-Kai Cruiser would no
longer be sufficient in inevitable upcoming conflicts, especially after the failed 0083 refit, work began on a
new battleship that incorporated mobile suit deployment as a primary strategy. The result was the Irish-
class, first deployed in UC 0087, which served with distinction during the Gryps Conflict. It remained in
service through the UC 0120s and formed the basis of many future battleship designs going forward.

Although some contemporaneous ships were equipped with a Minvosky Craft system, allowing for descent
through Earth’s atmosphere and ‘float’ on a cushion of Minovsky particles, the Irish-class remained a space-
based battleship.

Out-of-Context Notes:
The UC-era is roughly TL8 to TL9. Note that the default assumptions for many real robot series, as having
their roots in 70s super robot shows, is that some technologies, particularly artificial intelligence and
antimatter power plants, are developed long BEFORE jump drive technology.

Because of the lower technological level of early UC-ships, they tend to be quite small as well. Even large
battleships, such as the Irish-class, generally displaced no more than 30 or 40,000 dtons. Traveller ships
typically require large fuel reserves for their Jump Drives. These ships, having no jump drives, still require
very large fuel reserves because they typically have very weak or non-existent gravitic drives and thus rely
heavily on reaction drives.
The discovery of Minovsky particles underpins the fiction in UC Gundam. Generated by the Minovsky-Ionesco
Fusion reactors aboard ships and stored until combat, these particles scatters waves throughout the
electromagnetic spectrum. At lower concentrations it affects predominately lower frequencies (VHF,
megahertz range), with increasing frequencies affected at higher concentrations, with radio, microwaves,
and eventually even infrared and visible light distorted at combat-level concentrations.

Importantly, the interference of the particles renders long-range ship-to-ship combat relatively obsolete.
Although high concentrations of particle distribution is impossible in space, even a small distortion makes
targeting solutions inaccurate across the vast distances of space.

Game mechanics for Minovsky particles:


Of course, in most Gundam settings, even those in UC, all of this is just glossed over to get to the pew pew-
ing. If and when it’s actually important, append the following to p. 156 of 2e Core:

- when a ship releases Minovsky particles (free action as part of its Maneuver step) DM penalty to hit it at
very long and extreme ranges are doubled (to -8 and -12, from -4 and -6, respectively).

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