Jagger Heavy Fighter | BACK |
Overview:
The Jagger is a mid-age fighter built in Commonwealth space. Designed with speed in mind over weapons and shielding, the Jagger remained an average fighter with high and low points. Never very popular, the Jagger has fallen out of favour with most units in the Commonwealth Navy, and now operates in significant numbers only in Homeguard units and a few Renegade squadrons.
One reason for this unpopularity is definitively its tumultuous first years of service. Through a series of unlucky events, the Jagger acquired a reputation as a problematic and un-capable fighter. Poor code writing in many of the manufacturing robots (which was copied and supplied to all manufacturing sites) caused not any single problem, but instead the new fighters each had a chance to contain several small defects, everything from a few missing pieces to whole armour panels falling off. The code was extensively searched, and the problems eventually fixed, of course, but the Jagger could never lose its fragile tag. Added to this was several disastrous military operations in which the Jagger was to play a pivotal role. Unwilling to blame anyone or anything else, the commanders pointed the finger of defeat squarely at the Jagger. They cited its weak shielding and poor quality as the cause of the staggering fighter losses and the failure of the whole operations.
Whether the cause or not, the Jagger now had a black mark on it forever. Few pilots wished to fly in them, and the Commonwealth eventually transferred most of them to the Homeguard forces.
Capabilities:
In reality, now that the quality problem has been fixed, the Jagger is not a horrible fighter. Its speed is slightly higher than most heavy fighters, with a maximum sustainable acceleration of 6gs. As well, it's streamlining is excellent, making it highly maneuverable in atmosphere. Four Magitech SunBlossom lasers, two 7.5/6s and two 7.5/5s, give it excellent close in and long range firepower, allowing it to quickly penetrate the adversarial armour to achieve internal hits, though due to the narrow beam, a single killing volley is unlikely. Supplementing the lasers at long range is a Krik'shh Class 16 heavy neutron particle cannon, mounted in the nose. Finally, a single hard point is mounted underside, often mounting an ECM pod.
Though well protected with 38 tons of SterroSlab armour, the Jagger's shields are its biggest disappointment. Carrying a single 70 mounted fore, a 60 stern and only 50s to the sides, the Jagger is shielded averagely more for a medium, not heavy fighter. While it's slightly higher acceleration helps in offsetting this shortfall, it cannot do so completely. This weaker shielding is perhaps the single biggest reason for the Jaggers honestly lost in combat. (Honestly as in not due to construction glitches.
In the end, however, the Jagger's current assignment suits it very well. As a homeguard unit, the Jagger fills its role perfectly. With its excellent atmospheric handling and its four powerful lasers, the Jagger makes a superb strafer. As well, it can power its way to engage incoming units and attack from long range. Though it may not destroy the enemy fighters outright, statistics have shown that even slight internal damage can swing the tide due to pilot apprehensiveness or the units returning to base.
Deployment:
One can expect to find a squadron or two of these fighters in nearly every Homeguard unit along the Alaric front. Several renegade squadrons also posses the Jagger, and have used them to great effect, often coupled together in flights with other fighter types. Though unpopular with the Commonwealth, the Jagger has not died and should continue to play a role in the battle for years to come.
JAGGER HEAVY FIGHTER Class: Heavy Fighter Mass: 197 Tons Cost: 4,119,900 Rating Power Mass Cost Right Engine 800 800 8 800000 Cntre Engine 800 800 8 800000 Left Engine 800 800 8 800000 Links 2 2 2 400000 Thrust: 6 Shields Rating Front 70 48 2 35000 Right 50 12 2 25000 Left 50 12 2 25000 Stern 60 24 2 30000 Armour Points Front 100 0 10 500 Right 90 0 9 450 Left 90 0 9 450 Stern 100 0 10 500 Weapons Location 7.5/6 Left Wing 23 23 276000 7.5/5 Left Wing 20 20 240000 7.5/6 Right Wing 23 23 276000 7.5/5 Right Wing 20 20 240000 NPC 16 Bow 10 23 154000 Hard Point Bow 0 3 10000 Crew and Cockpit Cockpit 1 1 1 10000 Crew 1 1 1 1000 Accel Comp 6 4 4 6000 Atmospheric Controls Streamlining 1 0 10 1000 Power Mass Cost Totals: 200 200 4,119,900 Excess Power: 2200
Tchak' Mul Heavy Fighter | BACK |
Overview:
The design process of an Interceptor usually follows familiar lines and paths. Designs usually begin with set weight or performance limits, and then the enginners try to cram as much into the fighter as they can. There are very few fighter designs where the primary aim hasn't been that of 'the best it can be', that is, a design that simply tries to do everything well. As a rule, specialization of fighter craft versus a single foe does not exist, except perhaps focussing on a particular range band.
Perhaps one of the most scary assignments for a fighter crew to endure is the attack of an installation or, even worse, of the leviathan capital ships. Bristling with much defencive weaponry, plenty of power to drain into their shields and metres thick of armour, it is small comfort to the attackers that these targets are relatively immobile. It can take often times take many runs to scuff, let alone damage these behemoths. It takes the strongest of craft and the coolest of pilots to pull it off.
Put these two together, and you have the background behind the Tchak' Mul (Thunderbolt). Designed by the Albedo group, the fighter has been specialized for attacking orbital installations and capital ships. No other fighter craft can claim the power the Tchak' Mul does in terms of raw firepower when it unleashes... provided the target is willing enough to 'stand still'.
Capabilities:
When the Albedo Design group began looking at the idea of an anti-installation fighter, the primary focus of investigation was, of course, the weaponry: how to pack the maximum punch into a craft of interceptor size. The more damage that can be dished out, the less time the craft spends exposed to enemy fire. Many combinations of weapon groups, coupled with missiles were looked at, with enocouraging results, but nothing was found that would significantly surpass fighters already in production.
Ultimately, it was a human engineer who came up with the radical idea needed to give the craft its teeth. She noted that, compared to most other targets, the targets destined for attack by the new fighter would be relatively 'immobile'. Installations were in a fixed orbit, and both they and capital ships were very large in comparison to fighters, and hence the fighters fly around them as though the leviathan was a new 'fixed point of reference'. What this means is that the weaponry fired at these targets didn't need to have the blinding closing speed of standard anti-fighter weapons, they could be relatively slow. When she brought this insight back to the design team, it didn't take long for the basic craft to be developed. Using the newer GMDC technology, the thunderbolt for the Tchak' Mul is provided by no less than 5 "Heavy" Gatling Mass Driver Cannons.
The actual strength of a shield, that is its pure stopping power, is generally irrelevant. The weaponry used in the modern theatres of war either penetrate the shield, or do not. What the team discovered in this case, however, is that when the shield generators grow to the size they are in capital ships, the field strength actually became powerful enough to stop a regular GMDC shot. This forced the group to approach manufactures to create a heavy model, one that would pack enough energy and mass to punch through the shield.
In the end, the Tchak' Mul sports 5 GAU-Team Avenger HGMDCs, all mounted menacingly in the bow. This gives the Tchak' Mul unprecedented direct-line firepower in the history of fighters, along with the added bonus of being shield ignoring. The Avengers, grouped together, are an impressive sight to behold when firing, the electrical discharge from the magnetic linear accelerators shooting out like a muzzle flash. The shower of sparks that occur on the target as it attempts to absorb the impact is no less impressive. The Albedo group also added 6 hardpoints for secondary fire and defence. These are often loaded with special torpedos for attacking heavier craft.
Though the fighter mounts no turret, the Tchak' Mul does carry a gunner, who's role is tri-fold: to keep a lookout when the pilot is concentrating on a run, to lock and fire the missiles (the pilot firing the guns during the run) and to manage the shields. The Tchak' Mul is the smallest craft to have adjustable shields. While not as adjustable as those in a corvette, this added flexibility proves very useful. The shields have three modes: normal, extra forward and extra aft. It is easy to determine the standard procedure. Extra power is shunted to the forward shields during a run, reversed towards the rear as the fighter shoots over its target.
All this specialization for anti-capital ship warfare leaves the Tchak' Mul rediculously vulnerable to fighter attack. Against fighter groups, the Tchak' Mul is forced to rely on it's missile load for defence. With 6 hardpoints, this is by no means something to laugh at, but it seriously limits any options for normal interceptor combat. Generally, if pressed into this situation, the Tchak Mul squadron will try to barrage fire it's missiles at the incoming fighter group, in hopes of overwealming them in a single, swift strike. Fortunetaly, as can be expected of a craft attacking well defended opponents, the Tchak' Mul has excellent all-round armour as well as shield ratings, which can help it escape serious damage and live to fight another day.
Deployment:
The Tchak' Mul has just finished it's pre-production run, with a squadron having now been formed. Carefully planned raids with the new fighter have already taken place, and as expected, the results are nothing short of terrifying. In just a few runs, the Tchak' Mul can reduce a typical small outpost to orbiting junk. The results against VCLA's are even more violent and quicker. The craft has yet to be engaged by enemy fighters, however, and this could prove to be the real test. Until then, the Tchak' Mul has fufilled all expectations. Pilots too have taken a liking to the stubby and slow craft. It looks likely that the Tchak' Mul will go into full production in the very near future, striking out where others feared to tread before.
TCHAK' MUL HEAVY FIGHTER Class: Heavy Fighter Mass: 321 tons Cost: 4,453,000 Rating Power Mass Cost Right Engine 850 850 9 850000 Cnter Engine 800 800 8 800000 Left Engine 850 850 9 850000 Links 2 2 2 400000 Thrust: 4 Shields Rating Power Mass Cost Front 80 96 2 40000 Right 60 24 2 30000 Left 60 24 2 30000 Stern 60 24 2 30000 Armour Points Power Mass Cost Front 100 0 10 500 Right 100 0 10 500 Left 100 0 10 500 Stern 100 0 10 500 Weapons Location Power Mass Cost Hard Point Left Wing 0 3 10000 Hard Point Left Wing 0 3 10000 Hard Point Left Wing 0 3 10000 Hard Point Right Wing 0 3 10000 Hard Point Right Wing 0 3 10000 Hard Point Right Wing 0 3 10000 HGMDC Bow 15 45 270000 HGMDC Bow 15 45 270000 HGMDC Bow 15 45 270000 HGMDC Bow 15 45 270000 HGMDC Bow 15 45 270000 Crew and Cockpit Power Mass Cost Cockpit 1 1 1 10000 Crew 1 1 1 1000 Accel Comp 0 0 0 0 Atmospheric Controls Power Mass Cost A-G Drives 0 0 0 0 Streamlining 0 0 0 0 Power Mass Cost Totals: 247 321 4,453,000 Excess Power: 2253
Tchak' Mul Weyeb Heavy Fighter | BACK |
Overview:
With the Tchak' Mul (Naram for Thunderbolt), the Albedo design group had laboured intensely in creating their eventual successful design. The Tchak' Mul Weyeb on the other paw, they created almost by accident.
Soon after the successful design of the Tchak' Mul, a young Naram engineer took one of the scale models home, to place on his desktop. Whenever he pondered a problem, or e-spoke to his friends, he would arc it around, playing with it idly. A diversion that turned into a serious design one morning. As he was powering up his terminal, he picked the model up and held it aloft, looking straight down it's noze, and into the muzzles of the 5 HGMDCs. He paused in mid-idle thought as he looked at those five weapons. GMDCs---What else was similar to an installation compared to an Interceptor, and where had GMDCs been developed? The answer struck him as clear as could be: tanks. Ground Attack. GMDCs on a fighter could be used to great purpose on a ground attack aircraft! He twirled the fighter around again in his fingers, intent now on it's design. Though not intended for athmospheric flight, it looked relatively aerodynamically sound, with a squat body and squarish wings. Excited, he rushed from his home to the Albedo labs, frightening some techs as he cramed the model into the wind tunnel.
Eight months later, the first Tchak' Mul Weyeb (Thunderbolt Strike) prototype was ready for testing. A modification on the base Tchak' Mul design, the Wayeb adds streamlining and longer wings, along with a gravitic backup, making it an excellent athmospheric handler. Flight tests began almost immediatly, testing it's aerial prowess and it's weapon load.
Capabilities:
The Tchak' Mul Wayeb keeps the basic weapons layout of the Tchak' Mul. The HGMDCs have been replaced by standard GMDC models, two class 18s, three class 15s, all manufactured by GAU-Team. Arranged as they are in the bow, they give the craft excellent tank-chewing potential. Along with the re-design of the wings came a re-design of the hardpoints that adorned them. Down to 4 from 6, the Wayeb's HPs are also on articulated mounts, giving them unprecedented flexibility. Coupled with the gunner, who's position still remains, the Wayeb can target and launch its missiles at targets not along it's direct flightpath. Though a complicated affair to install, this ability proved most useful during tests for attacking two targets at once, or to reduce the exposure of the fighter to risky positions.
In changing the craft's main weapon systems to lighter models, the acceleration was boosted to 5gs, neccesary for effective planetary flight. The shield ratings were also re-distributed, in a more conventional 70 fore and aft, and 60 to the sides arrangement. The rest of the craft, save the partially differing airframe, remains largely identical to the standard Tchak' Mul, providing exellent cross-stocking opportunities.
Deployment:
With much of the craft the same as an interceptor already put through its paces on the testing circuit, the Wayeb suffered very few growing pains. The short, stubby craft came to be nicknamed the Warthog by the test pilots (Pumbaa being the name of the primary test craft) and it's horns proved to be sharp as they should. With the acceptance of the Tchak' Mul, it is expected the Wayeb will be too, and should appear near the front in a combat-testing roll soon.
TCHAK' MUL WEYEB HEAVY FIGHTER Class: Heavy Fighter Mass: 249 tons Cost: 4,061,700 Rating Power Mass Cost Right Engine 850 850 9 850000 Cnter Engine 800 800 8 800000 Left Engine 850 850 9 850000 Links 2 2 2 400000 Thrust: 5 Shields Rating Power Mass Cost Front 70 48 2 35000 Right 60 24 2 30000 Left 60 24 2 30000 Stern 70 48 2 35000 Armour Points Power Mass Cost Front 100 0 10 500 Right 100 0 10 500 Left 100 0 10 500 Stern 100 0 10 500 Weapons Location Power Mass Cost GMDC 18 Bow 12 35 235000 GMDC 18 Bow 12 35 235000 GMDC 15 Bow 12 24 165000 GMDC 15 Bow 12 24 165000 GMDC 15 Bow 12 24 165000 Hardpoint Turret 0 3 10000 Hardpoint Turret 0 3 10000 Hardpoint Turret 0 3 10000 Hardpoint Turret 0 3 10000 Turret 1 1 1 10000 Crew and Cockpit Power Mass Cost Cockpit 1 1 1 10000 Crew 2 2 2 2000 Accel Comp 0 0 0 0 Atmospheric Controls Power Mass Cost A-G Drives 1 12 3 1500 Streamlining 1 0 12 1200 Power Mass Cost Totals: 222 249 4,061,700 Excess Power: 2278
Vrak'Tar Heavy Fighter (experimental) | BACK |
Overview:
The Vrak'Tar is a new KessRithian design currently under consideration for use by the Commonwealth/Renegade forces.. The result of one very odd brainstorm, the Vrak'Tar is perhaps the most radical attempt at increasing the firepower available to fighters. Borrowing a page from capital ships, it is the only fighter in existence to sport a spinal mount.
After the design of the Na'Ctka Moquka, the KessRith engineers were having difficulty improving the hitting power of their heavy fighters. The quickly realized that there was a limit to how much punch multiple weapon systems could achieve. Tests in bundled lasers and sophisticated targeting devices in an effort to better group weapon impacts (thereby increasing relative damage) were ultimately proving unsuccessful simply due to the overwhelming complexity of all the systems involved. By chance, several engineers working on the project stumbled upon some plans for a new capital ship, each noticing the spinal mount and each coming to the same conclusion at once. Why not on a fighter?
The Vrak'Tar is still a classic example of KessRith design. Graceful and elegant, it's design hides the firepower and strength contained within.
Capabilities:
The backbone of this fighter lies in it's unique spinal mount. A single capital scale 15/15 laser runs the length of the ship, poking its nose out the front. The laser actually rests alongside the spine, allowing the one-pilot cockpit to remain on the centreline. Secondary weapons were not ignored, and consist of two 7.5/2 lasers mounted in the craft's stubby wings. A single hardpoint mounted on the underside rounds out the weapons complement. Shield values are very high, with an astounding rating of 80 on the front. A 70 rated shield protects the stern, while 60 shields are mounted to the sides. Armour is also very high, with 10 tons per side, the maximum possible. Despite the heavy energy drain and the weight of the laser spinal, the Vrak'tar still manages to maintain a 5g acceleration.
The Vrak'Tar is designed to head straight in and simply hole TOG fighters. The 15/15 is well hidden, being mounted internally, and the Vrak'Tar has often managed to surprise its opponents who see what appears to be a very lightly armed ship. Furthermore, the laser has a far greater range than the 7.5 series, giving the Vrak'Tar another nasty surprise and a very big advantage. In a dogfight, especially in conjunction with the secondary lasers, the Vrak'Tar can sometimes disable an opponent with a single shot, the laser often passing right through the unfortunate target.
No form of atmospheric controls were added to this craft, though this is not seen as a disadvantage. While the spinal mount performs very well in its intended role, its high power consumption makes it unsuitable for strafing runs, and the Vrak'Tar simply does not have enough secondary weapons to make it a viable strafer.
Deployment:
The Vrak'Tar is still under development, though there have amazingly been few problems, perhaps due to the 'off the shelf' use of a standard leviathan 15/15. If the testing continues at its current rate, Commonwealth forces could begin seeing this fighter deployed in a few years. Despite it's unusual design and the spinal mount, the Vrak'Tar remains within the same price bracket as the Na'Ctka Moquka. Though rejection is unlikely to be needed, this will certainly help in tipping the scales towards acceptance. Several units with in the CAF and Renegade forces have expressed interest in combat testing this design, and this new fighter could see it's first TOG kill within a year.
VRAK'TAR HEAVY FIGHTER Class: Heavy Fighter - Experimental Mass: 245 Tons Cost: 4,750,500 (when in production) Rating Power Mass Cost Right Engine 850 850 9 850000 Cntre Engine 800 800 8 800000 Left Engine 850 850 9 850000 Links 2 2 2 400000 Thrust: 5 Shields Rating Front 80 96 2 40000 Right 60 24 2 30000 Left 60 24 2 30000 Stern 70 48 2 35000 Armour Points Front 100 0 10 500 Right 100 0 10 500 Left 100 0 10 500 Stern 100 0 10 500 Weapons Location 7.5/2 Left Wing 12 12 120000 7.5/2 Right Wing 12 12 120000 Spinal 15/15 Bow 70 140 1462500 Hardpoint Bow 0 3 0 Crew and Cockpit Cockpit 1 1 1 10000 Crew 1 1 1 1000 Accel Comp 0 0 0 0 Power Mass Cost Totals: 290 245 4,750,500 Excess Power: 2210 Weapon Data: 1 2-3 4-6 7-10 11-15 16-20 8 7 6 5 4 3 15/15 23 22 21 20 19 18
Na'Ctka Moquka II Heavy Fighter | BACK |
Overview:
This fighter, imaginatively named the Na'Ctka Moquka - II by the Commonwealth engineers is the fighter spawned from the early experiments by the design team responsible for the Vrak'Tar fighter. Using the exact same structure and virtually identical components as the standard Fluttering Petal, the only difference lies in its weapon systems. Having removed the MDCs and one of the hardpoints, the Petal-II is armed exclusively with lasers, much as the prototype was, only these lasers are fitted with a "link system".
Capabilities:
The "Link System" (more colourful in name under the Kesrith designation) is the complicated set of electronics that was being developed by the design team who ultimately worked on the Vrak'Tar. It consists of a series of concurrent targeting servos coupled to a sophisticated fuzzy-AI which work in conjunction in an attempt to focus the impact of the linked weapons at a single location. It is an obscenely complicated system, hungry in power and requiring much mass to house the targeting computers. It was these limitations that forced the design team to look elsewhere in their design of the Vrak'Tar--the systems were just getting far to large and complex to achieve the destructive power they wanted. However, while such a large system was prohibitive, they decided to adapt their research into producing a smaller scaled version, that would still significantly improve the damage potential of the linked weapons. For a test vehicle, they naturally turned to the best (in their opinion, anyway) fighter ever produced... the Na'Ctka Moquka in its original configuration.
The Petal-II is, as mentioned, armed almost exclusively in lasers, four large 7.5/5s and four smaller 5/4s. The 7.5/5s occupy their rightful position in the wingtips of the craft, with the downgraded linking system mounted in the extra space originally taken up by the larger MDC 8s. The turret of the standard model was altered slightly, reducing the 5/5s lasers to 5/4 models, and losing the hardpoint to accommodate the linkage controls. To make the craft more palatable to the Commonwealth forces (the designers remembering how the Na'Ctka Moquka was originally butchered) the design team found they could mount two more hardpoints without losing any performance. The new hardpoints tuck neatly under each wing right where it makes it's turn downward to support the lasers. The Petal-II keeps its original bow-mounted hardpoint as well. In the end, the new Na'Ctka Moquka weighs in two tons short of the original, and keeps the same thrust rating. Shielding, armour, controls, and everything else remain unchanged from the standard version, keeping overall complexity down with fewer number of replacement parts needed to be manufactured and little retooling needed to be done.
Deployment:
In combat trials, the linkage system is proving to be a success. Tests show that multiple hits to the same area by a set of linked weapons is up 20% over a set of non-linked ones. Test pilots predict that in actual combat, the chance to quickly gain internal hits would certainly put the enemy pilot on edge, if not destroy vital systems quick enough to take the fighter out of commisson. While obviously not as effective as the spinal mount system, the bulky link controls seem to be living up to their worth.
There is, however, one major drawback to this fighter: its cost. At a whopping 5,051,500 credits per unit, the Petal-II is the most expensive fighter ever to be considered for production. The design team point to its virtues, with its many lasers (think of the strafing runs!) and the added chance of lining the lasers up to "reach in and tear the fighter up from inside", as well as its success in dogfights against the original model as proof of its destructive potential, and which they say shows why it is well worth the extra cost. As well, they note it's ease of integration, production and use of existing parts, which would reduce overall cost.
As of yet, the Commonwealth Forces have yet to make up their minds whether or not to accept the new Petal. The Renegades have shown their support, as have the KessRith element in the Commonwealth. For the moment, only one squadron of Petal-IIs is operating in the main combat theatre, on the KessRith Cruiser Iraak'Aar. The craft has performed superbly so far, making a mess of all TOG adversaries, and it is likely that the Petal-II will be given the go ahead for at least a limited production run.
NA'CTKA MOQUKA II HEAVY FIGHTER Class: Heavy Fighter Mass: 243 tons Cost: 5,051,500 Rating Power Mass Cost Right Engine 800 800 8 800000 Cnter Engine 900 900 10 900000 Left Engine 800 800 8 800000 Links 2 2 2 400000 Thrust: 5 Shields Rating Front 70 48 2 35000 Right 60 24 2 30000 Left 60 24 2 30000 Stern 70 48 2 35000 Armour Points Front 100 0 10 500 Right 100 0 10 500 Left 100 0 10 500 Stern 100 0 10 500 Weapons Location 7.5/5 Left Wing 20 20 240000 7.5/5 Left Wing 20 20 240000 Link Left Wing 3 3 40000 Hard Point Left Wing 0 3 10000 7.5/5 Right Wing 20 20 240000 7.5/5 Right Wing 20 20 240000 Link Right Wing 3 3 40000 Hard Point Right Wing 0 3 10000 HardPoint Bow 0 3 10000 5/4 Turret 14 14 204000 5/4 Turret 14 14 204000 5/4 Turret 14 14 204000 5/4 Turret 14 14 204000 Link Turret 6 6 80000 Turret 1 1 4 40000 Crew and Cockpit Cockpit 1 1 1 10000 Crew 2 2 2 2000 Atmospheric Controls A-G Drives 1 12 3 1500 Power Mass Cost Totals: 310 243 5,051,500 Excess Power: 2190
Pugio Heavy Fighter | BACK |
Overview:
High thrust, high mass, close ranged fighter. So is listed the PG-2 Pugio under 'craft type' on form CS-X-371A submitted to TOGSOG for new craft evaluation. Designed and Produced by the New Rome Metal Company, a veteran of craft and vehicle design, the Pugio was accepted by the TOG military in 6828. Slender and fast, the suprisingly nimble Pugio operates often alonside the Spiculum, matching it for acceleration and working in the opposite range band.
Capabilities:
As it's namesake, the Pugio was developed for close in brawling. Two Brazier-class TPP-16s, manufactured by the Cingio Industrial Tools corporation provide the core of the Pugio's weapons complement. Cingio is well known for their heavy-duty plasma cutting and mining tools, and have a reputation for building increadibly robust equipment, and their TPPs are no exception. (Like all of their tools, the Braziers are bright yellow in colour) Designers decided to keep with the TPP's conical damage profile and added one of the new cone lasers as the Pugio's secondary armament. While there are few corporations producing this new weapon at the moment, there are even fewer designs using the weapon, so supply for the Pugio hasn't been a problem.
Rounding out the weapons complement are two 5/1 lasers, manufactured by various companies. Pugio manufacturing lines are scattered across the TOG realm, and 5/1s are brought in from the closest manufacturers, a feature that is offset, of course, by the rarity of the cone laser. The Pugio is somewhat unusual for a TOG fighter in that it carries but two hardpoints, both mounted under the cockpit, riding to the left and right of the cone laser housing.
Pugios can sustain a very respectible 7gs of acceleration, required to bring it's close-range weaponry to bear. A standard accel comp is installed in the unusually spacious cockpit to handle the g-forces created. Armour is average for a heavy fighter, as is shielding, with a stronger rating facing forward. As a mix-it-up fighter, the Pugio pilot is expected to keep his bow pointed as much as possible towards the enemy to bring its fire breathers to bear. The Pugio is equipped with anti-grav drives for garrison purposes. With only two lasers capable of strafing, it isn't seen as a viable ground attack craft, so the lack of streamlining is not seen at all as a disadvantage. Cost tips the scales at just over 4 million credits, a tad expensive, but not surprising given the leading edge technology installed within.
Deployment:
The Pugio has been in production for a few years, and has a dotted distribution across the TOG sphere of influence. It has performed admirably in combat when used properly, when keeping in mind that it is not capable of long ranged combat. There have been no serious design/construction flaws found, and maintenance shedules are all within the norm. The Pugio has proven itself satisfactorally to TOGSOG, and CW/R forces can expect to see this fighter in relative numbers for many years to come.
PUGIO HEAVY FIGHTER Class: Heavy Fighter Mass: 171 tons Cost: 4,094,800 Rating Power Mass Cost Right Engine 850 850 9 850000 Cnter Engine 800 800 8 800000 Left Engine 850 850 9 850000 Links 2 2 2 400000 Thrust: 7 Shields Rating Front 70 48 2 35000 Right 50 12 2 25000 Left 50 12 2 25000 Stern 60 24 2 30000 Armour Points Front 100 0 10 500 Right 80 0 8 400 Left 80 0 8 400 Stern 100 0 10 500 Weapons Location TPP-16 Left Wing 55 15 219000 5/1 Left Wing 7 7 84000 Hard Point Left Wing 0 3 10000 TPP-16 Right Wing 55 15 219000 5/1 Right Wing 7 7 84000 Hard Point Right Wing 0 3 10000 Cone Laser Bow 35 35 420000 Hard Point Bow 0 3 10000 Hard Point Bow 0 3 10000 Crew and Cockpit Cockpit 1 1 1 10000 Crew 1 1 1 1000 Accel Comp 7 4 4 7000 Atmospheric Controls A-G Drives 1 9 2 1000 Streamlining 0 0 0 0 Power Mass Cost Totals: 272 171 4,094,800 Excess Power: 2228
Drusus Heavy Fighter | BACK |
Overview:
Drusus. Those familiar with ancient Roman weaponry would know that a Drusus is in fact the same as a Gladius. Drusus was the name given to Gladii of exceptional quality, with their superior edge, strength and power. So it is that TOG's newest fighter was named so by it's creator, the engineering firm of Satellite Ideas. Based on the airframe of the standard TOG Gladius fighter, the Drusus alters the Gladius' capabilities into a tighter niche, into the role of a heavy, close-in fighter. Loaded with the latest in technology, the Drusus is almost a flying showroom. Rather than chastise and dismiss SI for their arrogance at questioning the already ideal design of the Gladius, TOGSOG instead ordered the company to produce several prototypes for testing. After but six short months, the go ahead was given, and the new fighter was tendered out and in production.
Capabilities:
Externally, one would be very hard pressed to tell the Gladius and the Drusus apart. Both possess the same basic airframe, engines and antigrav pods. However, the Drusus is but a single-seat aircraft. The turret as installed on the Gladius is lost, replaced with a non-turning model. The two hardpoints mounted on it still protrude from the underside of the hull as though it could swing around at any moment to fire upon an enemy to its rear. The wing hardpoints are also still mounted, the missiles there recessed until needed. There ends the similarities, however. It may not be possible to see all the differences, but despite it's outward appearance, the Drusus is a completely distinct craft.
To begin, the underpowered shield generators on the Gladius have been upped with new models, drawing more power from the engines. The four BlackBand Shield generators grant the Drusus far more protection, with a flicker rate of 70 to the front. 50 rated shields protect the sides, while the vulnerable rear sports a 60 rating. Not the highest around, but far better than before. Armour levels on this updated craft remain almost the same as its predecessor, save that with the removal of the turrets from each side, an extra ton of protection could be added. Flight, communication, gunnery and computer controls remain virtually identical on both fighters, with a 95% compatibility ratio, making integration of the new fighter easy and less costly.
The biggest change lies in the weapons. Within each weapon spine, the EPC 18 has been stripped out, replaced with a TPP 16 and a 5/1 laser. The engineers at SI had a bit of difficulty fitting the two new weapon systems into the space occupied by the single EPC 18. While the TPP 16 fit neatly inside on its own, the 5/1 had to be re-designed to be slimmer, so that it could ride alongside the TPP's barrel. In the end, the 5/1 was bastardized into a two component system, with the power capacitors and pre-generators in the thick rear section of the spine, connected to the narrow emitter and focusers near the front. The link between the two, a series of conduits and fibre-optics, is fragile and makes the system more vulnerable to damage. As well, it ups the complexity of the weapon to a ridiculously high level. However, the manufacturer of the laser, BrightLight Ltd, has a long track record in making solid and dependable laser systems, reducing the chance of any serious repair being necessary. The Dragon TPP 16 was also chosen for its reliability, to further lessen any maintenance near the delicate coupling.
Capping off the Drusus' weaponry is a new Cone Laser, also manufactured by BrightLight Ltd. The laser is mounted in a new casing underneath the cockpit, where the hardpoint used to ride. This is the only readably visible external difference between the two craft, and is so small that it is too easily overlooked.
On the bottom line, the Drusus sheds nearly 30 tons compared to the Gladius. This boosts it's acceleration capacity to 7Gs, nearly unheard of in terms of a heavy fighter. This gives pilots plenty of thrust and maneuverability to close with their opponents, to use their short-range weaponry. It also gives the Drusus a much better chance at getting out of tight situations should it find itself in too tight of a dogfight.
Deployment:
Ringing in at 4,094,800 credits, the Drusus costs all but the same as the Gladius. With production now underway, Drusus are beginning to trickle into fighter squadrons. With its perfect resemblance to the Gladius, the two can play an evil game of guess-what-I-am with enemy forces, causing pilots to second-guess their moves. With their high acceleration, some Drusus have been mixed in with medium fighter groups, providing a more durable element to the squadron. Wherever it is deployed, its high shields, maneuverability and the deep-cutting power of its weapons make it a dangerous opponent.
DRUSUS HEAVY FIGHTER Class: Heavy Fighter Mass: 171 tons Cost: 4,094,800 Rating Power Mass Cost Right Engine 850 850 9 850000 Cnter Engine 800 800 8 800000 Left Engine 850 850 9 850000 Links 2 2 2 400000 Thrust: 7 Shields Rating Front 70 48 2 35000 Right 50 12 2 25000 Left 50 12 2 25000 Stern 60 24 2 30000 Armour Points Front 100 0 10 500 Right 80 0 8 400 Left 80 0 8 400 Stern 100 0 10 500 Weapons Location TPP-16 Left Wing 55 15 219000 5/1 Left Wing 7 7 84000 Hard Point Left Wing 0 3 10000 TPP-16 Right Wing 55 15 219000 5/1 Right Wing 7 7 84000 Hard Point Right Wing 0 3 10000 Cone Laser Bow 35 35 420000 Hard Point Bow 0 3 10000 Hard Point Bow 0 3 10000 Crew and Cockpit Cockpit 1 1 1 10000 Crew 1 1 1 1000 Accel Comp 7 4 4 7000 Atmospheric Controls A-G Drives 1 9 2 1000 Streamlining 0 0 0 0 Power Mass Cost Totals: 272 171 4,094,800 Excess Power: 2228
Foxbat Medium Tank | BACK |
Overview:
The Foxbat is a new Commonwealth grav tank entering service, destined to replace many of the Liberator forces currently in service. Designed to be a blend of firepower, protection and speed, the Foxbat may fall into the problem of being a jack of all trades, and a master of none.
Capabilities:
As a replacement for the Liberator, the Foxbat had to continue to perform similar roles, and perform them well. Of utmost importance was an increase of armour and shielding, which were always a weak point in the Liberator design. Also of importance was to keep the Liberator's fine acceleration rate of 75 kph per minute.
Unfortunately, final design of the Foxbat failed in this last department. The Foxbat can only manage an acceleration of 62.5 kph/min flat out, dropping to an acceleration class of 5. This was deemed acceptable, however, given the increase in the other departments, and also the introduction of other new grav vehicles to fill the high-speed niche.
The Foxbat boasts far better armour than the Liberator ever did, carrying an impressive 56 tons of armour, unheard of before in a medium tank. The graceful curved panels of the OSB-XX armour also give this new tank a far different appearance to that of the old Liberator. Shield rates are more in-line with other medium grav tanks, with the FloatPoint shield units providing a 70 flicker rate on both the front and stern, with a rate of 60 on the sides. What is strange is the unusually low bottom rate of 40, which may prove disastrous to a tank that will most likely do much TTF or LAF flight.
In the weapons department, the Foxbat is no slouch. As with the Liberator, the primary weapon is an Amerex-II 150mm gauss cannon with interline air cooling. Secondary weaponry has been switched slightly, with a Multi-Gnat-23 class 15 gatling mass driver cannon, with the Jacobson 06/11/62 model 5/6 laser slung underneath. While these weapons are mounted similarly to those in the Liberator, they are far less exposed.
Tertiary weapons consist of two Interlug PolyShrap SMLM launchers, mounted internally. Also mounted internally is a Terris Whiner-V, a class 5 GMDC. Riding below the Whiner-V are the Fire-Tube TVLG launchers, with six tubes total. Finally, a Hyrr' Inc Vulcan-III anti-missile system provides a last-ditch defence against incoming rockets and missiles.
Deployment:
In the end, the Foxbat tipped the scales well below the Liberator in both weight and in cost, despite the increases in armour, armament and shielding. Using a far smaller engine and a lack of digging cannons aided in achieving this feat. Some are quick to point to its lack of cannons and poor bottom shielding as glaring defects in the design, but as of yet there have been no major complaints from those in the field. The Foxbat is of yet unblooded in combat, but the Commonwealth has high hopes for this new tank, and remains confident that when the time comes, it will attain as much fame as the tank it replaces.
FOXBAT MEDIUM TANK Type: Medium Grav Tank Mass: 254 tons Cost: 1,598,600 Rating Power Mass Cost Engine 1600 1600 32 400000 Thrust: 5 Shields Rating Front 70 48 2 35000 Right 60 24 2 30000 Left 60 24 2 30000 Stern 70 48 2 35000 Bottom 40 6 2 20000 Armour Points Front 100 0 10 500 Right 100 0 10 500 Left 100 0 10 500 Stern 100 0 10 500 Bottom 60 0 6 300 Turret 100 0 10 500 Hull Weapons Hull # GMDC 5 1 2 6 75000 SMLM 2 1 0 6 20000 TVLG 6 2 0 9 30000 SMLM 2 2 0 6 20000 Turret Weapons 150mm 5 66 330000 GMDC 15 7 24 165000 5/6 15 15 228000 Vulcan III 12 12 46000 Turret 1 6 6000 Crew and Targeting 3 3 300 Anti-Grav Drive 251 3 125500 Power Mass Cost Totals: 446 254 1,598,600 Excess Power: 1154
Fulcrum Heavy Tank | BACK |
Overview:
The Fulcrum is the interesting result of one of the Commonwealth's luckiest events, that began as a deep-penetrating raid into TOG space, in the Darak sector. Two corvettes with their four fighters were on a hit-and-run mission that went wrong. Dropping out of T-Space, and burning towards the system they found themselves encountering a squadron of TOG fighters. But what started out as a disaster turned to good fortune. As the Commonwealth fighters rushed into the fray, the corvettes moved to cut off angles of attack. It wasn't long before the Commonwealth pilots noticed something odd about two of the fighters they were fighting against, for they seemed to be a bit hesitant on attack, and were being shielded by their companions. Seizing the moment, and with increadible luck, the Commonwealth disabled the ships, destroyed their escort, and was able to bring them to the corvettes for a quick scuttle and transport back to Commonweath space.
The prize was two examples of the TOG's new cone lasers. A team of top engineers descended on them, working feverishly to reverse-engineer them, and in short order, had managed to do just that, sending them off to a few capable weapons manufacturers.
And the world seemed not to care a whit. Not a single interceptor manufacturer was willing at the time to use them, either in a new design or in a design in development or production. In the end, it was a grav tank manufacturer that approached and took possession of the newly manufactured CLs, and the Fulcrum was born.
Capabilities:
The Fulcrum uses two of the CLs to provide itself with an excellent set of armour undercutters. They are mounted in the turret for full traverse capability. Tests have shown no loss of effectiveness in the athmosphere, and the CLs can reach out as far as regular lasers. These weapons, however, only begin the Fulcrum's direct-fire capability. A sturdy 200mm gauss is also mounted in the turret, giving the Fulcrum a heavy punch. A standard 1.5/4 laser rides alongside the gauss, installed for its usual penetrating capabilities.
Mounted in the hull, another 1.5/5 laser gives the Fulcrum more capacity for 'in depth' damage, while a class 15 GMDC's high velocity slugs provide extra softening up of hard targets and a potent weapon against softs. Two TVLG 6 launchers are also mounted along the sides, about midway back along the tank. With it's mix of weapons, the Fulcrum can cause serious harm against opponents, using the GMDC to spall off the outer layer, the 1.5s to cut a hole or two, and following it up with the CLs with a chance to undercut the rest of the armour right off. That mission accomplished, the 200mm and the TVLGs can make short work of a tank's innards.
On the defensive front, the Fulcrum mounts both good shields and armour. 80-90 flicker ratings protect the tank, with 10 tons of armour protecting all major facings. A VulcanIV system sits atop the turret to strike down any incomming missiles. As can be expected, the Fulcrum tips the scales heavy, at 400 tons, and it's huge 2500 rated engine can only accelerate the tank at a rating of 4. This is, however, on par with most other heavy tanks, allowing the Fulcrum to keep up with the group.
Deployment:
While not cheap by any means, the Fulcrum is not to greatly out of line with other tanks to price itself out of procurement. Several testbeds have been completed, and the first delivery to an active army is now taking place. The tests are in, now it remains to be seen if the Fulcrum can stand up in combat, the product of a lucky break and a most unlikely use of the spoils of luck.
FULCRUM HEAVY TANK Type: Heavy Grav Tank Mass: 400 tons Cost: 2,869,150 Rating Power Mass Cost Engine 2500 2500 68 625000 Thrust: 4 Shields Rating Power Mass Cost Front 90 182 2 45000 Right 80 96 2 40000 Left 80 96 2 40000 Stern 90 182 2 45000 Bottom 60 24 2 30000 Armour Points Power Mass Cost Front 100 0 10 500 Right 100 0 10 500 Left 100 0 10 500 Stern 100 0 10 500 Bottom 70 0 7 350 Turret 100 0 10 500 Hull Weapons Hull # Power Mass Cost TVLG 6 1 0 9 30000 1.5/5 1 8 8 96000 GMDC 15 2 7 24 165000 TVLG 6 2 0 9 30000 Turret Weapons Power Mass Cost Cone Laser 35 35 420000 Cone Laser 35 35 420000 200 mm 9 106 528000 Vulcan IV 15 15 60000 1.5/4 7 7 84000 Turret 1 10 10000 Crew and Targeting Power Mass Cost Crew 1 3 3 300 Infantry 0 0 0 0 Digging Cannons Power Mass Cost # Of Charges 0 0 0 0 Anti-Grav Drive Power Mass Cost For Grav Tanks Only 396 4 198000 Power Mass Cost Totals: 1096 400 2,869,150 Excess Power: 1404
Zeus Heavy Tank | BACK |
Overview:
"Designed to be nothing short than the lord of the battlefield..." So went the advertising pitch of this new design when presented to COPGOV. Large and slow, but brutal in both firepower and protection, the Zeus lives up to its manufacturer's claim. Conceived in 6830 by the Albedo Design Group (a multi-racial design branch of the KanniStar corporation), units across the front are now taking delivery of this fearsome piece of weaponry.
Despite its relative newness, the Zeus has already seen combat, and from all reports, the power of this tank is nothing short of terrifying. First deployed for testing with the 4444th Commonwealth Strike Legion in the Birchshire county, the four Zeus prototypes lead a repulsing action against a minor TOG invasion force consisting of several heavy and medium grav tank units. The Zeus rolled through all weight classes, completely crushing the invasion force. After seeing the mauling the Zeus could dish out and take, COPGOV decided right then and there to give the go ahead to begin full production.
Capabilities:
A large 2350-rated Nishtar engine lies at the heart of this heavy grav tank. None the less, its enormous power output is but able to give the Zeus an acceleration rating of 3, or 36 kilometres per minute. It is not hard to see, however, why this is so, nor is it hard to determine that speed was not the primary concern. The Zeus was designed to go straight in and not stop, pushing aside anything that got in its way.
Brute strength is perhaps the most apropos way of describing the weapons complement on the Zeus. Twin Rheinmetal 150mm gauss cannons are mounted in its enormous turret, providing the massive main punch. These are backed up by a single WZR-4000 7.5/6 laser, mounted off the side for a better field of fire vertically for use against airborne targets.. Supplementing these are two weapons clusters mounted in the hull, each containing a Sustarr WZR-850 1.5/6 laser and a GAU-Team Monster-18 gatling mass driver cannon. To cap it off, a single Ysshik TVLG 6 system provides missile support, and is mounted along the back of the turret.
Defensively, the Zeus is no less well endowed. Protected by a double hull of 57 tons of Quad-4 armour, the Zeus can weather all but the heaviest of storms. The shield ratings are disgustingly high, with 90 ratings all around save for the front, which is pumped up to a 100 rating, and the bottom, which is respectively protected with a 60-rated shield. Solid and reliable Naram-made BlueShield 320 shield units have the best shield-cycling algorithms and ensure consistent performance and protection from burnout. An Incoming! III Vulcan anti-missile system rounds out the defensive complement.
Managing all these systems is an Inner-Light Gold vehicle computer. (An upgrade, including a TES, is also being discussed.) One of the most sophisticated units around, it handles everything from targeting to driving control to communications. Extensive redundancy has also been built in at every possible opportunity. An Inner-Light Bright-Eyes sensor package provides the all broad-band sensory coverage required, effective to the maximum of required ranges.
While a 200mm possesses a greater single whack, there is little argument that the twin 150mm mounted in tandem is any less powerful. Coupled with the two GMDCs, the Zeus can throw a devastating ballistic volley. While perhaps a bit weak on the missile end, the three heavy lasers add in to give the Zeus a good balance of weapons covering all ranges. All in all, the Zeus is one very solid piece of engineering. (And aesthetics were not ignored, either!)
Deployment:
The KanniStar Corp has managed to keep the Zeus at a reasonable price, costing only slightly more than the Deliverer. Wide scale procurement of the Zeus is currently underway, with distribution across the Alaric front. It shouldn't be long before the Zeus creates the nervous stir in TOG as did the Deliverer during it's first engagements. Currently, there is a fair amount of inter-Legion betting that is going on, each Legion hoping for the honour of the first Augustus kill by their Greek Gods.
ZEUS HEAVY TANK Type: Heavy Grav Tank Mass: 407 tons Cost: 2,455,650 Rating Power Mass Cost Engine 2350 2350 62 587500 Thrust: 3 Shields Rating Front 100 264 2 50000 Right 90 182 2 45000 Left 90 182 2 45000 Stern 90 182 2 45000 Bottom 60 24 2 30000 Armour Points Front 100 0 10 500 Right 100 0 10 500 Left 100 0 10 500 Stern 100 0 10 500 Bottom 70 0 7 350 Turret 100 0 10 500 Hull Weapons Hull # 1.5/6 1 10 10 120000 GMDC 18 1 9 35 165000 GMDC 18 2 9 35 165000 1.5/6 2 10 10 120000 Turret Weapons 150mm 5 66 330000 150mm 5 66 330000 Vulcan IV 15 15 60000 7.5/6 23 15 120000 TVLG 6 0 9 30000 Turret 1 9 9000 Crew and Targeting 3 3 300 Anti-Grav Drive 402 5 201000 Power Mass Cost Totals: 1326 407 2,455,650 Excess Power: 1024
Thor Heavy Tank | BACK |
Overview:
"The Hammerbearer of the Gods, with striking power equal to none." The Albedo Design Group may be a tad poetic in their sumission proposals to COPGOV, but there is no questioning the validity of their statements. With the Zeus entering full production, the team was free to turn their energy onto a new design. Again the team produced a heavy design, topping out at 418 tons, but with a slightly different focus. Encouraged by the success of the paired gauss cannons on the Zeus, the Albedo team pushed the concept to it's perhaps illogical extreeme.
Capabilities:
The name Thor is particularly apt for this machine of war. Designed to bear the largest hammer, the Thor has massive hitting power, provided by no less than two massive Rhienmetal Smooth-Bore 200mm gauss cannons. Both are mounted in the turret, thereby requiring extensive recoil-supression systems, which in turn created a distinctive profile. The cannons seem to extend through the turret, as their dampening units jut out the back of the turret.
Centre mounted, the two gauss cannons ride alonside each other, forcing the commander and the gunner to sit apart. As if the twin gausses weren't rediculous enough, a single GAU-Team Monster-18 gatling mass driver cannon is slung underneath the two gauss barrels, creating a truly deadly trio with ample slugging power and the capacity to reach across all the range bands. With all these systems all mounted in the turret, the Thor can quickly bring its hammer to bear on any target.
However, these are the ONLY weapons mounted on this grav tank. The size and power requriements of the two gauss cannons removed the chance for multiple weapon systems. While gives the Thor an overall reduced damage capacity, and limits its deployment to direct-fire missions only, the shear impact potential of the twin 200s may be enough to counterbalance its shortcommings.
Further silencing its potential detractors is the Thor's impressive defensive garment. The Thor carries no less than 56 tons of Quad-4 chainmail, in a double-hull arangement. To counter the threat from the modern longbows, an Incoming! IV Vulcan anti-missile system provides shielding from aerial threats. Further shielding this warrior are the Naram-made BlueShield 320 shield units, with excellent ratings all around.
Mobility for this tank was not ignored. A monstrous 2500 rated Nishtar engine provides an acceleration rating of 4, equal to most other heavy grav combat tanks. Most of the internal systems are similar or identical to those on the Zeus, including the Inner-Light Gold vehicle computer (also with the TES-upgrade option... a scary thought!). Prototype testing was rigerous, shaking out the few snags and producing a solid and reliable combat machine.
Deployment:
Resonably priced at just under 2.4 million credits, the Thor does not outprice itself due to its focussed nature. However, unlike the Zeus, COPGOV has not given the Thor the immediate go-ahead. Instead, it would like to see the Thor's performance under combat conditions. COPGOV fears the Thor is to specialised, with versitility overlooked for an obscene concept. While the latter is true, the Albedo team admits, used properly in its designed role, the Thor can shred any opponent, they claim. Several tanks have been issued to units in the Alaric front, in hopes of an engadgement in the near future.
THOR HEAVY TANK Class: Heavy Grav Assault Tank Digging Cannons: No Mass: 418 tons Infantry Squad: No (2) Cost: 2,394,600 Scenario Points: 24 Rating Power Mass Cost Engine 2500 2500 68 625000 Thrust: 4 Shields Rating Front 90 182 2 45000 Right 80 96 2 40000 Left 80 96 2 40000 Stern 90 182 2 45000 Bottom 50 12 2 25000 Armour Points Front 100 0 10 500 Right 100 0 10 500 Left 100 0 10 500 Stern 100 0 10 500 Bottom 60 0 6 300 Turret 100 0 10 500 Turret Weapons 200mm 9 106 528000 200mm 9 106 528000 GMDC 18 12 35 235000 Vulcan IV 15 15 60000 Turret 1 14 14000 Crew and Targeting Crew 1 3 3 300 Digging Cannons Power Mass Cost # Of Charges 0 0 0 0 Anti-Grav Drive Power Mass Cost For Grav Tanks Only 413 5 206500 Power Mass Cost Totals: 1030 418 2,394,600
Mortus Medium APC | BACK |
Overview:
The Mortus is a new TOG medium grav APC currently under study by TOGSOG. Designed around two infantry bays, the Mortus borrows a page from the Commonwealth's Trojan Horse APC in mounting more than one platoon per vehicle. Designed by the Crixxus-V Military Equipment Consortium, the Mortus is not being marketed as a replacement for the Horatius or Reumus, but rather as a new breed of combat vehicle for the changing times. Using this strategy, the board of directors at Crixxus-V hope to avoid any political maneuvering that might force their new tank into the wastebasket.
Capabilities:
The main element of the Mortus is, of course, its infantry, of which it carries two squads. It is intended that legions assigned the Mortus do not reduce the number of vehicles they have, but instead increase the amount of infantry to fill the hulls of the new APCs. This will bring more flexible firepower to the front, a tactic that will work very well against the Renegade forces, who, due to frequent shortages of vehicles, depend very heavily on their own infantry. The Crixxus-V MEC team considered several variants of the Mortus, to try and discover the optimum carrying capacity. The squad capacity ranged from 2 to 5 squads, with differing weapon mixes on each. In the end, two squads was determined to strike the best balance between the advantage of more squads verses the disadvantage of having them all killed off if the vehicle was destroyed. Furthermore, above two squads, the Mortus lost too much of its weaponry and armour to be considered a viable combat machine.
As a fighting vehicle, the Mortus is not a spectacular machine, but an APC, it is quite well armed. With a single hull mounted Rapper-Inc GMDC 5 and a turret mounted Ave! 1.5/6 laser as its primary weapons, the Mortus does not pack much of a direct-fire punch, enough really only to engage softer targets. It's support weapons, however, help to make up for this difference. With two turret mounted TVLG 4 systems and one hull mounted TVLG 6 rack, all manufactured by BlazingTrails Ordinance, the Mortus can bombard an enemy target for a respectable amount of time. As well, coupled with the new Anti- Infantry TVLG munitions, the Mortus has the capability to support it's two infantry squads against other units. Further aiding this role, the Mortus carries two Piercing-Hell Anti-Personnel Laser systems, one on the hull and the other turret mounted. Together with the missiles and the GMDC-5, the infantry carried by the Mortus has perhaps one of the best anti-infantry vehicles to back it up.
The two squads are also well defended while riding into battle. Realising the criticism that would arise from placing two infantry units in the same chariot, the engineers at Crixxus-V MEC were determined not to let their new vehicle, and the troops inside, be easily destroyed in combat. 50 tons of Durri-Steel Interlokk armour cover the Mortus, making it even better armoured than the Romulus. Shield ratings are also high, with 70s all-round, save the front with an 80 rating, and of course the bottom, with it's standard 50 rating. Five Crixxus-V MEC-SHLD-VSTRs shield generators provide the shielding, and despite the occasional erratic unit, have a reputation as rugged units. Capping off the defensive component is a Vulcan III antimissile system, the same tried and true model as used on the Romulus. Overall, the Mortus is far better protected than the Horatius and many other medium tanks.
Deployment:
Weighing in at 198 tons, and costing 1,157,100 credits, the Mortus is but a little heavier and more expensive than the Romulus, and far less so than the Horatius. This is proving to be a good selling point, and TOGSOG is currently leaning in favour of its acceptance. The design is still, however, in testing, and it will be a couple of years before combat units begin to see this APC in any number, assuming it is accepted. The chance of rejection is slim, however, and it may not be long before the Commonwealth itself is "Trojaned" into a defeat.
MORTUS MEDIUM APC Class: Md Grv Armoured Personnel Carrier Dig Cannons: Yes Mass: 198 tons Infantry Squad: Yes(2) Cost: 1,157,100 Scenario Pts: 12 Rating Power Mass Cost Engine 1800 1800 40 450000 Thrust: 7 Shields Rating Front 80 96 2 40000 Right 70 48 2 35000 Left 70 48 2 35000 Stern 70 48 2 35000 Bottom 50 12 2 25000 Armour Points Front 90 0 9 450 Right 80 0 8 400 Left 80 0 8 400 Stern 90 0 9 450 Bottom 50 0 5 250 Turret 90 0 9 450 Hull Weapons Hull # GMDC 5 1 2 6 75000 AP Laser 1 5 5 60000 TVLG 6 2 0 9 30000 Turret Weapons TVLG 4 0 6 20000 TVLG 4 0 6 20000 1.5/6 10 10 120000 Vulcan III 12 12 46000 AP Laser 5 5 60000 Turret 1 2 2000 Crew and Targeting Crew 3 3 300 Infantry 2 16 16 1600 Digging Cannons # Of Charges 4 9 18 1800 Anti-Grav Drive 196 2 98000 Power Mass Cost Totals: 511 198 1,157,100 Excess Power: 1289
Trajan II Heavy Tank | BACK |
Overview:
Alexander Trajan, founder of the 5th Roman Empire, that has evolved into the TOG. The tank that bears his name continues to be a mainstay of the TOG forces, leading assults and crushing opposition as it did when it first entered service over 5 decades ago. That age, however, was beginning to show. Though more than capable, the Trajan's venerable status was showing through in it's electronics, difficulty of repair, and just all-around older design technology.
The TOG military wasn't about to lose it's showpiece assault tank, especially not one with a name and history as infamous as the Trajan's. So, in 6830, proposals were requested to upgrade the Trajan to current standards. After a quick submittal period, the firm producing the current Trajans (a government-owned consortium) won the bid and began immediatly producing Trajan IIs.
Capabilities:
The Trajan II begins with the Trajan, employing the very same basic structure frame, modified only to fix up some problem areas. While the armour foundation process is new, the value remains the same, as does the shield ratings. Newer Tru-Guard generators replace the aging Stativari models, improving efficiency. Newer NBC equipment, internal electronics and command equipment complete the main hull's upgrading.
The weapon's layout of the Trajan has performed well over the years, and the design team was therefore reluctant to play with the mix to extensively. As a result, the new Trajan shares much with it's older bretheren. The Persius Industries 200mm cannon, the twin Massingale 7.5/6 lasers and the SMLM launcher remain in their same configuration as before, occupying familiar terrirory. Revising the Trajan's mission, the two AP lasers were removed in favour of more capable direct-fire weaponry. A GMDC class 15 was added to the turret, occupying the area once inhabited by the AP lasers. This still provides good AP potential, while adding a good punch against tanks and soft targets. The older vulcan has been replaced by a brand new hi-BUZZ AGAMs system. Equally effective against missiles as the vulcan, it too helps alleviate the loss of the AP lasers and can add to the soft-target damage of the GMDC-15.
Monstrous as it was, the missile system in the Trajan's belly was re-designed. Twin 4-tube TVLG systems now reside between the sponsons, while two class 2 Heavy Missiles were installed with a firing port for each missile nesled again between the sponsons. By replacing the TVLG-12 system, designers gave the missile system more redundancy, while adding flexibility with the HMs.
Deployment:
In the final analysis, the Trajan II becomes no more expensive than the original. With new technologies replacing the old, supply costs actually went down, while the combat potential went way up. Front-line units are preparing to take possession, a move certainly that will create an almost unwanted deception. This new Trajan undoubtedly will cause as much havoc as did the introduction of the original, leading the TOG to new victories across the front.
TRAJAN II HEAVY TANK Type: Heavy Grav Tank Mass: 403 tons Cost: 2,618,200 Rating Power Mass Cost Engine 2500 2500 68 625000 Thrust: 4 Shields Rating Power Mass Cost Front 90 182 2 45000 Right 80 96 2 40000 Left 80 96 2 40000 Stern 90 182 2 45000 Bottom 60 24 2 30000 Armour Points Power Mass Cost Front 100 0 10 500 Right 90 0 9 450 Left 90 0 9 450 Stern 90 0 9 450 Bottom 70 0 7 350 Turret 100 0 10 500 Hull Weapons Hull # Power Mass Cost 200mm 1 9 106 528000 TVLG 4 1 0 6 20000 TVLG 4 2 0 6 20000 HM-2 2 2 10 32000 Turret Weapons Power Mass Cost 7.5/6 23 23 276000 GMDC 15 7 24 165000 AGAMS IV 8 18 245000 SMLM 2 0 6 20000 7.5/6 23 23 276000 Turret 1 5 5000 Crew and Targeting Power Mass Cost Crew 1 3 3 300 Infantry 0 0 0 0 Digging Cannons Power Mass Cost # Of Charges 4 19 37 3700 Anti-Grav Drive Power Mass Cost For Grav Tanks Only 399 4 199500 Power Mass Cost Totals: 1074 403 2,618,200 Excess Power: 1426
Rhilus Missile Carrier | BACK |
Overview:
For many years, the standard TOG space doctrine has been one of missiles, missiles and more missiles. Missiles were emphasised on almost all designs, culminating in the development of the Onagri. So why exactly are we talking about interceptor designs when this is a tank?
Enter Arcing Enterprises, a new engineering firm. Enter the Rhillus, their first design. The team, apparently influenced by a retired TOG Navy commander, applied the concept of "Missiles on Everything" to a ground vehicle, creating a tank which can only be called a missile boat. Except for a GMDC 15 and a Vulcan system, the tank carries nothing but missiles.
Capabilities:
Using the latest missile technology available, the Rhillus takes the concept of a missile engine to the extreme. Unlike the graceful or needle- like hulls of most tanks, the Rhillus sports a squat and dome-shaped front end. Inside this monstrosity lies the tank's main offensive punch, all in the form of the new homing missiles. No less than two HM-3s, two HM-2s, one HM-1 and an HM-4 system occupies the internals of this bloated hulk. This kind of missile load gives the Rhillus an excellent long-range standoff capability, as well as a good damage potential. Each of the HM systems is subbed out to various companies, as there is no single firm that actually makes every class of HM.
Supporting the HMs-galore is an equally grotesque turret that mounts far more conventional weaponry. Again, missiles dominate, with two HottAss TVLG 6 systems, and a IRDC SMLM 2 mount. Required to give the tank some direct fire capacity, an Indy GMDC Class 15 weapon was installed, with the bulk of the weapon running inside the turret. This sorely limits the weapon's elevation capacity, leaving the barrel exposed as just another wart on the tank's exterior.
The designers at Arcing weren't going to let their tank be the fodder for Commonwealth missiles, however. A squat Vulcan IV anti-missile system perches on the top of the turret, with a clear 360 degree arc of fire. Shield ratings are also high, with 80s all around, save for the bottom, protected with a 60 rating. While the Rhillus is but a medium tank, a whopping 56 tons of armour is moulded onto its chunky frame. A standard complement of digging charges round out it's defensive capabilities.
Deployment:
It is unknown why the designers chose to make this tank so hideously ugly, but TOGSOG has payed that aspect little heed. Intrigued with the possibilities inherent in the tank, they have ordered Arcing to produce a few prototypes for testing. TOGSOG believes that a platoon or three of these vehicles, attached to an ordinary strike legion, could add an aggressive new potential. It is not known where the testing will take place, but it is very likely the new tanks will be sent to the TOG/Commonwealth front for a trial by fire. If successful, the new units could begin popping up in TOG Legions within a year.
RHILUS MISSILE CARRIER Class: Medium Grav Missile Carrier Digging Cannons: Yes Mass: 278 tons Infantry Squad: No Cost: 1,341,100 Scenario Points: 14 Rating Power Mass Cost Engine 2000 2000 48 500000 Thrust: 5 Shields Rating Front 80 96 2 40000 Right 80 96 2 40000 Left 80 96 2 40000 Stern 80 96 2 40000 Bottom 60 24 2 30000 Armour Points Front 100 0 10 500 Right 100 0 10 500 Left 100 0 10 500 Stern 100 0 10 500 Bottom 60 0 6 300 Turret 100 0 10 500 Hull Weapons Hull # HM-3 1 2 12 35000 HM-3 1 2 12 35000 HM-1 1 1 8 28000 HM-2 2 1 10 32000 HM-4 2 2 14 37000 HM-2 2 1 10 32000 Turret Weapons Power Mass Cost TVLG 6 0 9 30000 TVLG 6 0 9 30000 SMLM 2 0 6 20000 GMDC 15 7 24 165000 VULCAN IV 15 15 60000 Turret 1 4 4000 Crew and Targeting Crew 1 3 3 300 Infantry 0 0 0 0 Digging Cannons # Of Charges 4 13 25 2500 Anti-Grav Drive 275 3 137500 Power Mass Cost Totals: 731 278 1,341,100 Excess Power: 1269
Tank8 Medium Tank | BACK |
Overview:
Medium Tank--In the Class of the Liberator.
Capabilities:
--
Deployment:
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TANK8 MEDIUM TANK Class: Med Grav Assault Tank Digging Cannons: No Mass: 283 tons Infantry Squad: No Cost: 1,765,900 Scenario Points: 18 Rating Power Mass Cost Engine 2100 2100 52 525000 Thrust: 6 Shields Rating Power Mass Cost Front 70 48 2 35000 Right 70 48 2 35000 Left 70 48 2 35000 Stern 70 48 2 35000 Bottom 50 12 2 25000 Armour Points Power Mass Cost Front 100 0 10 500 Right 90 0 9 450 Left 90 0 9 450 Stern 100 0 10 500 Bottom 50 0 5 250 Turret 90 0 9 450 Hull Weapons Hull # Power Mass Cost TVLG 4 1 0 6 20000 HM 3 1 1 10 32000 HM 2 2 2 12 35000 Turret Weapons Power Mass Cost 150mm 5 66 330000 GMDC 18 15 35 235000 Vulcan III 12 12 46000 3/6 15 15 228000 Turret 1 7 7000 Crew and Targeting Power Mass Cost Crew 1 3 3 300 Digging Cannons Power Mass Cost # Of Charges 0 0 0 0 Anti-Grav Drive Power Mass Cost For Grav Tanks Only 280 3 140000 Power Mass Cost Totals: 538 283 1,765,900
Tank16 Medium IFV | BACK |
Overview:
Medium APC -- Triple GMDC Concept
Capabilities:
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Deployment:
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TANK16 MEDIUM IFV Class: Med Infantry Fighting Vehicle Digging Cannons: Yes Mass: 266 tons Infantry Squad: No Cost: 1,509,600 Scenario Points: 16 Rating Power Mass Cost Engine 2000 2000 48 500000 Thrust: 6 Shields Rating Power Mass Cost Front 70 48 2 35000 Right 70 48 2 35000 Left 70 48 2 35000 Stern 50 12 2 25000 Bottom 70 48 2 35000 Armour Points Power Mass Cost Front 90 0 9 450 Right 90 0 9 450 Left 90 0 9 450 Stern 90 0 9 450 Bottom 70 0 7 350 Turret 90 0 9 450 Hull Weapons Hull # Power Mass Cost TVLG 2 1 0 3 10000 TVLG 2 2 0 3 10000 Turret Weapons Power Mass Cost GMDC 18 12 35 235000 GMDC 18 12 35 235000 GMDC 15 7 24 165000 Vulcan-III 12 12 46000 Turret 1 6 6000 Crew and Targeting Power Mass Cost Crew 1 3 3 300 Infantry 1 8 8 800 Digging Cannons Power Mass Cost # Of Charges 4 12 24 2400 Anti-Grav Drive Power Mass Cost For Grav Tanks Only 263 3 131500 Power Mass Cost Totals: 534 266 1,509,600
Tank18 Medium Tank | BACK |
Overview:
Medium TOG Tank, with SSS-G Missiles
Capabilities:--
Deployment:
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TANK18 MEDIUM TANK Class: Med Grav Tank Digging Cannons: Yes Mass: 237 tons Infantry Squad: No Cost: 1,585,950 Scenario Points: 16 Rating Power Mass Cost Engine 1800 1800 40 450000 Thrust: 6 Shields Rating Power Mass Cost Front 70 48 2 35000 Right 70 48 2 35000 Left 70 48 2 35000 Stern 70 48 2 35000 Bottom 50 12 2 25000 Armour Points Power Mass Cost Front 90 0 9 450 Right 80 0 8 400 Left 80 0 8 400 Stern 90 0 9 450 Bottom 60 0 6 300 Turret 90 0 9 450 Hull Weapons Hull # Power Mass Cost 1.5/2 1 3 3 42000 TVLG 6 1 0 9 30000 SSS-G 2 1 0 8 30000 SSS-G 2 2 0 8 30000 1.5/2 2 3 3 42000 Turret Weapons Power Mass Cost SSS-G 2 0 8 30000 AGAMS III 6 14 216000 GMDC 18 12 35 235000 3/6 15 15 180000 TVLG 2 0 3 10000 Turret 1 4 4000 Crew and Targeting Power Mass Cost Crew 1 3 3 300 Digging Cannons Power Mass Cost # Of Charges 4 11 22 2200 Anti-Grav Drive Power Mass Cost For Grav Tanks Only 234 3 117000 Power Mass Cost Totals: 492 237 1,585,950
Tank19 Medium Tank | BACK |
Overview:
New Breed Assault Tank w/ RR Commander's Turret
Capabilities:
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Deployment:
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TANK19 MEDIUM TANK Class: Med Grav Tank Digging Cannons: Yes Mass: 207 tons Infantry Squad: No Cost: 1,319,750 Scenario Points: 14 Rating Power Mass Cost Engine 1800 1800 40 450000 Thrust: 7 Shields Rating Power Mass Cost Front 70 48 2 35000 Right 70 48 2 35000 Left 70 48 2 35000 Stern 70 48 2 35000 Bottom 50 12 2 25000 Armour Points Power Mass Cost Front 90 0 9 450 Right 80 0 8 400 Left 80 0 8 400 Stern 90 0 9 450 Bottom 60 0 6 300 Turret 90 0 9 450 Hull Weapons Hull # Power Mass Cost TVLG 4 1 0 6 20000 TVLG 4 2 0 6 20000 Turret Weapons Power Mass Cost VULCAN III 12 12 46000 100mm RR + Command Turret 2 25 164000 GMDC 15 4 24 165000 3/6 15 15 180000 Turret 1 4 4000 Crew and Targeting Power Mass Cost Crew 1 3 3 300 Digging Cannons Power Mass Cost # Of Charges 2 5 10 1000 Anti-Grav Drive Power Mass Cost For Grav Tanks Only 204 3 102000 Power Mass Cost Totals: 450 207 1,319,750 Excess Power: 1350
Page design/contents Kannik, 1997