I am in the process of creating a mod for an Ancient M0, I am in a hurry at the moment so here is the brief description (more to follow sometime next week).
"A Terran expedition discovered an Ancient vessel and retrofitted it but the vessel & crew were lost during a systems test. Recently an Intelligence expert at the USC HQ uncovered potential details of the location of the Ancient vessel, but the Xenon Hub is required to get there."
UPDATE Mo-31-Aug-2009
Ok... here are the basics...
Terran Helreginn
Mobile Base/Weapons Research Lab
Class: M1 (would be M0 but I don't think it is possible)
Dimensions (Approx.): 16km x 11.5km x 5km
Hull: 750,000
Speed: 0.0m/s (0.0m/s max)
Acceleration: 0.0m/s2
Rotation: 0.2rpm (0.2rpm max)
Cargo Capacity: 60,000 XL
Ship Capacity:
- 60 M8/M6/M5/M4/M3/TS/TP/TM (internal - 12 Launch Bays/1 Triple Docking Bay)
2 M1/M2/TL/M7 (external)
Weapons:
- Main: 12 x EMPC/MAML/SSC/PSP/FBC
Front: 12 x EMPC/MAML/SSC/PSP/FBC
Rear: 12 x EMPC/MAML/SSC/PSP/FBC
Left: 12 x EMPC/MAML/SSC/PSP/FBC
Right: 12 x EMPC/MAML/SSC/PSP/FBC
Up: 12 x EMPC/MAML/SSC/PSP/FBC
Down: 12 x EMPC/MAML/SSC/PSP/FBC
Power: (Osaka +50%)
- Shield Generator:28080 (1176s to recharge from 0)
Weapon Capacity:675000 kW
Weapon Recharge:13500 kW/s
- Ancient Jump Drive:
- P2P Jump: 5000 EC for cross-sector jump and 500 EC for relocation in same sector (20s charge time, 120s cooldown, no jump gate required, unable to use regular jump technology)
Jump Singularity Projector: 30,000 EC to project a Jump Gate (300s to initiate, 3600s cooldown after cancellation, while projection active or cooldown period is in effect the Jump Drive is disabled, jump gate projection is self targetting but can be targetted by the Hub or any current jump drive technology)
Weapons/Shields Research Lab: Reverse engineer and manufacture guns/ammo/missiles/shields... start with plans for all equipable weapons/shields... manufacture requires e-cells and time.
Missile Flurry: Simultaenious launch of upto 84 missiles... at the cost of 84 times the recharge - P2P Jump: 5000 EC for cross-sector jump and 500 EC for relocation in same sector (20s charge time, 120s cooldown, no jump gate required, unable to use regular jump technology)
During the early years of terran expansion through the universe they stumbled upon a vessel thought to have been built by the gate builders (often referred to as the Ancients). The ship appeared to be derelict so the scientists boarded the vessel and began retrofitting it for Terran equipment (something that the ship seemed to do automatically). During a test of the Ancient Jump Drive System there was an unknown event that caused the ship and it's research team to disappear from known space. It is believed by some that the Ancients discovered what they were doing and activated some form of security system that transported the vessel outside of Terran reach.
Recently, some enthusiastic reasearcher in the Intelligence division of the USC had been studying radio signals from rare star formations and stumbled upon an old Terran top-secret distress code eminating from a system surrounded by Pulsars (probably the reason it had not been discovered before). Knowing the story of how the Aldrin system was reconnected to Terran space, the researcher formulated a plan for the retrieval of the ship by one of the Terran's greatest Heroes...
UPDATE We-02-Sep-2009
Specification update (reduced external capital docks to 2, may increase back to 4 if testing proves it is feasible)
UPDATE Fr-11-Sep-2009
Ammended size specification (width of model was incorrect) and docking/launchbay information.