This is a weekly posting with GURPS vehicles (and the like) to the
GURPSnet mailing list. I grant the permission for all non-commercial
redistribution of my work, but I would like to know if you put it on
a website or the like. With a slight delay, old vehicles appear
at http://omeyer.gmxhome.de/GURPSnet_files/summary.html
Onno Meyer, 2005-12-26
TUA CV21 "Cataphract" Cavalry Battle Unit v1.0 (TL9)
Copyright 2005 by Gareth Owen ([EMAIL PROTECTED])
The CV21 Cataphract is a variant of the CV20 Phalanx that is used by
the TUA in the cavalry, recon and command roles. It was initially
developed for the scouting and cavalry role, it has weapons capable of
delaying enemy combat units or destroying enemy scout units and sensors
that allow it perform a variety of recon functions including specialist
ABC or engineering recon. It was also pressed into service as the
standard vehicle for infantry platoon commanders, its sensors and drones
proving as effective in that role as in the cavalry role. Company
headquarters units use it as a command post and many artillery units use
it as a firing position survey vehicle that needs minimal escort.
It has a main weapons turret that supports a robot arm and a smaller
mortar turret with a point defence turret on top of it. It has four
crewmen, a commander, driver, gunner and drone controller who acts as a
second gunner. The commander and driver have access to the manoeuvre
controls and any member of crew can operate any of the other systems
from their consoles. Additionally there are two fully networked
positions for commanders or specialist and three pasenger seats.
The Cataphract is armed with a variety of weapons. A 23mm railgun in
the main turret has a triple ammunition feed. One feed normally provides
armour piercing, a second will be mixed HE/HEAT and the third will be
chaff/blackout for suppressing enemy positions and screening the
dismounts. The railgun is an extremely effective weapon capable of
mauling most AFV's short of a main battle unit. It is backed up by a
precison laser used for accurate sharpshooting at long range, this laser
is also linked to a laser optic detecotr and can be used to
"aggressively jam" enemy optical systems.
The hull has two R6 launchers for anti-armour and anti-aircraft fire.
Anti-aircraft fire is usually restricted to defensive fire, but anti-
armour fire using brilliant ATMM antitank missiles fired directly or
indirectly can be very effective.
The second turret is equipped with an LVL9 gauss mortar which is
useful for indirect bombardment, laying smoke screens and even direct
fire against enemy armour using HEAT rounds. It uses an ammunition
carousel, allowing the gunner to select from one of eight ten round
ammunition pods.
Secondary weaponry consists of a complex of PD blaster II CIWS
weapons. The main turret has blasters mounted front, left, right and
back and another in a top mounted arm. The hull has one mounted facing
forward. A small point defence turret on the mortar turret has another
in a universal mount, which is especially concerned with foiling enemy
counterbattery fire. Each blaster has a dedicated CIWS aiming
thermograph. These are usually controlled by the vehicle computer system
in point defence mode, it will attempt to shoot down any incoming
missile it detects on a collision or near collision course.
Additionally, any crewmen can request another target be engaged by these
weapons, by clicking on the target using a mouse style pointer. The
computers will then engage that target as soon as there is a chance to
do so, point defence fire still taking priority. A number of other fire
modes are available. For example any crewman may take direct control of
any blaster, or point defence cover can be extended to another vehicle,
allowing the Phalanx to act as bodyguard for another unit. Lastly it is
possible to place the system in anti-infantry mode, where any
infantryman nearby whose IFF doesn't respond will be engaged. This is
not a popular mode with TUA infantry and is generally only used in
extreme circumstances. A safe mode is also available.
On top of the main turret is a flexible extendible arm type mount.
This is equipped with a PD blaster II and a cluster of sensors,
including a laser designator and searchlight. The commander often
operates this directly, although he can hand it off to the computer as
an extra CIWS weapon, the computer will then either rotate it constantly
or concentrate on a designated high threat arc. It is one of only two
blasters capable of engaging missiles coming from directly overhead. The
commander can also use this mount to designate for guided munitions, it
is extendible to allow this function and the sensors to operate from
behind turret down cover.
Three Skirmisher recon drones are available, normally they scout ahead
of the Cataphract and can be used as forward observers for the
Cataphract's mortar and missiles and for other friendly units.
There are three modular sockets on top of the hull and another two in
the top rear of the turret. These are designed to take standard
communications packages, which connect up to the vehicle's databus,
power and electronic systems destruction subsystem (ESDS). This latter
subsystem is a dedicated bus that triggers explosive devices in any
electronics module plugged into the Phalanx. It is activated by a
covered switch in the commanders position and can be programmed for any
delay from 0 to 300 seconds. One of the hull sockets is an extra-large
I-rack capable of accepting satellite uplink modules.
There is no standard main computer fitted, rather there is a CPU bay,
with slots for up to six computer modules, allowing easy upgrading and
replacements of faulty units. These sockets also connect to the ESDS.
The Cataphract has a variety of other sensors allowing it to perform
various missions. The driver has a dedicated Tactical Night vision Scope
(Tactical NVS) for driving in the dark, smoke, etc. There are two radio
direction finders at the corners of the CV21, their sole purpose is to
triangulate on the transponders in armoured infantry combat armour -
this allows the Cataphract to track its dismounted squad and display
their positions on a moving map display. Normally all the carriers in a
platoon exchange information and triangulate each others squads, making
the positional information much more accurate. A sonar allows riverbeds
to be charted and an imaging radar is useful for surveying firing
positions, etc. A multiscanner and passive chemical sensor allow the
Phalanx to act as an ABC recon vehicle or can be used to locate enemy
troops and vehicles. A directional microphone and speaker system in the
turret can be of use in counterinsurgency operations. A built in
meteorology station allows a deployed armoured unit to gather a great
deal of weather information which is invaluable for artillery fire
control and operational planning among other things.
The commander, driver and gunner sit three abreast at the front of the
vehicle with the commander in the middle - each of these crewmen has a
hatch above them. Behind them are two seats provided with terminals and
sockets for D-rack modules such as a backpack communication system. The
terminals can access vehicle sensors, computers and communications
systems but cannot be used to control the vehicle. These seats are
normally occupied by unit commanders or specialists, for example in the
headquarters vehicle of an infantry platoon they would be occupied by
the platoon commander and his comtech. Between these two seats is an
escape hatch in the floor can be used to exit the vehicle, although it's
a tight squeeze in body armour. Behind the specialist seats is the drone
controllers position and one passenger seat, which is the only seat in
the cockpit that faces the centre of the vehicle. At the back of the
cockpit are lockers for personal gear. Behind the cockpit is a short
passageway between the R6 launchers. Behind them are a toilet on the
right and a small food preparation area on the left with an infrasonic
oven, water heater and pantry. Behind this area the remaining two
dismounts sit with their backs to the left side of the vehicle. Each of
these passenger seats has a datacloth computer in the arm rest that
pivots out in front of the passenger like an airplane style tray table.
These allow the infantry to view BattleNet displays, the view from any
vehicle sensor, etc. but cannot be used to control any vehicular
systems. Behind the seats is a two man airlock with decontamination
gear.
Opposite the troop seats is a stretcher pallet on top of a bay for an
RU20 "Mule" which exits to the rear through an armoured door which folds
down to form a ramp. If the stretcher pallet is unoccupied, the Mule's
cargo bays can be accessed from the top of the Mule. Above the mule's
hatch are a pair of cargo bays, accessible from within the airlock to
allow them to be access from inside or outside the vehicle. In the roof
of the vehicle, above the stretcher pallet, are three bays for
Skirmisher recon drones.
A cyberswarm hive is provided which is normally occupied by a crawler
maintenance swarm charged with finding and fixing minor breaches in hull
integrity before they become major problems.
Power is provided by a 1MW Thompson Engineering NM1p07 MHD fusion
reactor, making the unit independent of refuelling for two years. The
powerplant is heavily protected by over four inches of polymer nanocrys.
A dedicated computer monitors the reactor, a TCS 5500/40CNN running the
Nuclear Monitor software package, which shuts the unit down if it
detects a serious problem with the reactor. If this happens a powercell
backup is activated which gives the crew ten minutes of normal power to
get to a safe place, preferably the company support post to meet up with
an engineering team.
Mobility is excellent, the Cataphract can keep up with a CV10 Warrior
both on and off road, it has a very low ground pressure allowing it to
travel over snow and other soft surfaces and is fully amphibious,
although it rides rather low in the water.
Stealth systems are good and the unit has 12 tons of BPC armour
covering 3 tons of polyceramic ablative shielding with armoured skirts
protecting the tracks. Survivability on the modern battlefield is
reasonable. It can't survive in the face of weapons designed to kill
MBU's but it can withstand autocannon and near misses from heavy
artillery.
The MHD fusion plant makes the Phalanx independent in power terms. It
produces 50.9kW excess power on the move which will recharge a CIWS shot
every eight seconds. When stationary it produces 900.9kW excess power
which will recharge 2.25 CIWS shots every second. Eighteen CIWS shots
can be exchanged for one precision laser shot. It takes 675 CIWS shots
to recharge a Skirmisher powercell.
Hostile environment protection is good, the Phalanx can operate in
atmospheres between vacuum and 20 atmospheres and the BPC armour is
highly acid resistant. Temperatures from cryogenic up to Mercury levels
are tolerated. Radiation protection is very good (PF5000). In the Sol
system the CV20 can operate on all terrestrial bodies except Io, Europa
and the inner Jovian moons where the radiation level is too high and
Venus where the pressure is too high. Mercury is also problematic as the
Phalanx cannot protect the crew sufficiently from a maximum strength
solar flare - however personal armour, antirad and hardened bunkers tend
to mitigate this.
Subassemblies: Body +5, two Tracks +4, full-rotation Main Turret +1,
full-rotation Mortar Turret -1, full-rotation PD Turret -2, Arm +0.
Powertrain: 850-kW tracked drivetrain; 1,000-kW super MHD fusion reactor
[Reactor Shell]; two 300,000-kWs rechargeable power cells; 270,000-
kWs rechargeable (E) power cell; 22 240,000-kWs rechargeable power
cells; 240,000-kWs rechargeable power cell [PD Turret]; 240,000-kWs
rechargeable power cell [Arm].
Occupancy: 6 NCS, 3 NS Cargo: 75.5 cf
Armor F RL B T U
Body: 4/400+350 4/350+350 4/350+350 4/400+350 4/350+350
Main Turret: 4/500+350 4/400+350 4/400+350 4/500+350
PD Turret: 4/400+350 4/400+350 4/400+350 4/400+350
Mortar Turret: 4/400+350 4/400+350 4/400+350 4/400+350
Arm: 4/500+350 4/500+350 4/500+350 4/500+350
Tracks: 4/100 4/100 4/100 4/100 4/100
Track Skirts: 4/200 4/200 4/200 4/200 4/200
Body: 4/400+350 4/400+350 4/400+400 4/400+350 4/400+350
CPU Bay: 1,000 1,000 1,000 1,000 1,000
Reactor Shell: 1,000 1,000 1,000 1,000 1,000
Weaponry
23mm 100C Railgun [Main Tur:F] (2,600 rounds) +8.
80mm LVL9 Gauss Mortar [Mortar Tur:F] (80 rounds) +5.
Two 152mm R6 Launchers [Bod:T] (6 rounds each).
Five S3 Projectors [Bod:F] (3 rounds each).
Five S3 Projectors [Main Tur:F] (3 rounds each).
3.45-MJ Precision Laser [Main Tur:F] (34 shots) +6.
PD Blaster II [Bod:F] (600 shots) +5.
PD Blaster II [Main Tur:F] (600 shots) +6.
Three PD Blasters II [Main Tur:RLB] (600 shots each) +5.
PD Blaster II [PD Tur:F] (600 shots) +5.
PD Blaster II [Arm:F] (600 shots) +5.
Equipment:
Body: Anti-blast magazine for 80 80mm mortar bombs; anti-blast
magazine for twelve 152mm missiles; full stabilization and cyberslave
mount for PD Blaster II; four 5x LLTVs [FRLB]; 1-mile active sonar [U];
5-mile thermograph [F]; 5-mile MAD; 10-mile multiscanner; meteorology
instruments; chemical sensor array; navigation instruments; two IFF;
inertial navigation system; military GPS; four HUDWACs with pupil
scanners; advanced radar/laser detector; two short-range radios with
direction finder; deceptive jammer (rating 3); C3 hardened, neural-net,
small computer [Reactor Shell]; three C2 dedicated, dumb, printed, small
computers with datalink; six terminals; full fire suppression system;
stretcher pallet; two-man airlock with two showers; high-security alarm;
46-cf vehicle bay; three 2.1-cf vehicle bays; six 0.1-cf modular sockets
[CPU Bay]; four 0.2-cf modular sockets; 1.2-cf modular socket; two
ovens; cyberswarm hive; 12-gallon water tank; 9-man full life system;
cramped toilet; 9 crashwebs. Main Turret: Full stabilization for 23mm
railgun; full stabilization for 3.45-MJ laser; full stabilization and
cyberslave mount for four PD Blasters II; two speakers; 25x LLTV [F];
three 5x LLTVs [LRB]; 10-mile low-res imaging radar, LPI [F]; 30-mile
thermograph [F]; four 5-mile thermographs [FRLB]; 5-mile passive radar
[F]; level-10 surveillance sound detector; 10-mile laser optics
detector; two 0.2-cf modular sockets. Mortar Turret: Full stabilization
and universal mount for 80mm mortar; 5x LLTV [F]. PD Turret: Full
stabilization, cyberslave mount and universal mount for PD Blaster II;
5x LLTV [F]; 5-mile thermograph [F]. Arm: Full stabilization for PD
Blaster II; 1-mile searchlight [F]; 25x LLTV [F]; 5-mile thermograph
[F]; 10-mile laser designator; 10-mile laser rangefinder; 5-mile laser
optics detector; ST-20 extendable, striker arm motor. External: Basic
emission cloaking; basic stealth; liquid crystal skin; radiation
shielding; hitch; pin.
Statistics
Size: 24'x10'x9' Payload: 6,837 lbs. Lwt.: 59,985.25 lbs.
Volume: 1,780 cf Maint.: 10 hrs. Price: $4,364,152
HT: 12 HP: 2,400 Body, 750 each Track, 120 Main Turret, 39 Mortar
Turret, 18 PD Turret, 96 Arm.
gSpeed: 70 gAccel: 4 gDecel: 20 gMR: 1 gSR: 7
wSpeed: 6 wAccel: 0.6 wDecel: 10 wMR: 0.5 wSR: 7
Ground Pressure Very Low. Off-road speed 4/5.
Draft 2.6'. Flotation Rating 68,750 lbs.
Design Notes
Body is 1,100 cf. Tracks are 660 cf. Main Turret is 13 cf. Mortar
Turret is 2 cf. PD Turret is 1 cf. Arm is 4 cf. Structure is heavy and
expensive. Armor is advanced laminate covered by fireproof advanced
ablative. Component armor is advanced composite. Self-sealing.
Computerized controls with duplicate maneuver controls. There are
107.551 cf of empty space in the body, 0.443 cf in the Main Turret,
0.847 cf in the Mortar Turret, 0.203 cf in the PD turret and 2.968 cf in
the arm for further upgrades. Empty weight is 53,148.25 lbs. 2,600
rounds of 23mm, 80 rounds of 80mm, twelve 152mm missiles and fifteen
51mm rockets are stored in the body, fifteen 51mm rockets are stored in
the Main Turret.
Variants
CV20 Bulldozer Blade: A basic, full width dozer blade for the CV20.
Used for clearing rubble, snow, surface laid mines, etc. It can angle
doze to clear a path the width of the CV21. It can be used on most
vehicles in the CV21 family. Most armoured infantry platoons have one
dozer blade equipped vehicle.
The blade adds 1,600 lbs. and $3,200 to the vehicle and does not
affect performance.
CV21 series "Io" Exo Husk: The "Io" exo husk is designed to increase
the radiation protection afforded to a CV21 - allowing operations in
places like the inner Jovian moons. It incorporates stealth and emission
cloaking with a small amount of extra armour. The husk has a PF of
1,000, so the PF of a CV21 equipped with a husk is 5,000,000, which is
good for anywhere in the solar system.
Armor F RL B T U
Body +200 +75 +50 +200
Main Turret +50 +50 +50 +50 +50
Mortar Turret +50 +50 +50 +50 +50
PD Turret +50 +50 +50 +50 +50
Arm +50 +50 +50 +50 +50
Equipment
External (all except tracks): basic emission cloaking; basic stealth;
liquid crystal skin; radiation shielding.
Statistics
Lwt.: + 7,531.92 lbs.
Price: + $791,560
gSpeed: 65 gAccel: 4 gDecel: 20 gMR: 1 gSR: 7
wSpeed: 6 wAccel: 0.5 wDecel: 10 wMR: 0.5 wSR: 7
Ground Pressure Very Low. Off-road speed 4/5.
Draft 2.7'. Flotation Rating 68,750 lbs.
TUA 23mm 100C Railgun (v1.0, G. Owen 2004)
A light vehicle railgun used by Infantry Battle Units for direct fire
against infantry, robots, fortifications and light vehicles. It uses the
full range of 23mm gauss ammunition. APFSDSDU is the primary combat
round, but other rounds available include HEAT, HE, chaff, blackout gas
and super napalm.
The weapon has a 2.3 m barrel, an electric autoloader and triple feed
mechanism. Usually one feed has APFSDSDU, one has 1:1 HE:HEAT and the
last has 1:3 chaff:blackout. The weapon has three fire modes, single
shot, four round burst or fully automatic (RoF 16).
TUAF 80mm LVL9 Gauss Mortar (v1.0, G. Owen 2005)
The LVL9 is a lightweight unit designed to give AFVs extra
capabilities, primarily in generating smoke screens, but also in
engaging light armour and powered infantry. It has a 72cm long barrel
and uses thesame automatic fire breech as the HVL15, although it has its
rate of fire limited. Maximum indirect fire range exceeds 7km.
Various types of ammunition are available, each of which has a 240J
non-rechargeable powercell built into it, which allows the mortar to be
independent of an external power source. They are all supplied in ten
round pods.
M83R1 General Purpose ammunition is a basic HE antipersonnel round.
The M83R2 Anti-Infantry round is a ICM projectile.
The M83R3 Screening shell is a blackout gas round.
The M83R4 Anti-Armour shell is an SICM round containing four PSB040
bomblets.
The M83R5 Incendiary shell is a super napalm shell.
The M83R6 LG (laser guided) Anti Armour is a HEAT shell.
The M83R7 is a hot smoke shell - normally used on enemy armour to
degrade CIWS systems so that TUA passive radar equipped anti-armour
units can engage them.
Two nuclear rounds are available for Terran 80mm mortars. They are
normally only used on worlds that lack viable biospheres. The M83R91 is
a SATNUC round that is classed as a micronuke round for weapon release
purposes. The M83R92 is 1kt tactical warhead capable of smashing main
battle units within four hundred yards of the detonation point. It was
not possible to produce evasive nuclear shells that vehicle autoloaders
could handle so these rounds are normally fired as part of a large salvo
of blackout gas or hot smoke shells. Both nuclear rounds may be supplied
in pods of blackout gas rounds with between one and three nuclear rounds
randomly placed in the last half of the pod. SATNUC rounds may also be
supplied in pods of ten SATNUCs.
TUAF 3.45MJ Precision Laser (v1.0, G. Owen 2004)
A powerful precision laser, intended to give vehicles an accurate
point attack weapon capable of killing infantry or destroying equipment,
especially optics which have almost no defence against it. It uses a
synthetic ruby laser cavity, so the beam is rather obvious in an
atmosphere, but it is powerful enough to penetrate many models of power
armour and can make accurate shots to almost eight miles.
It's designed to be mounted on any tripod or vehicle mount capable of
supporting a 23mm gauss HMG or 3.2mm minigun. The CV21 Phalanx mounts
one linked to a laser optic detector, allowing the laser to
"aggressively jam" any enemy optical system detected.
TUA PD Blaster II (v2.0, G. Owen 2004)
A lightweight particle beam intended for use in the point defence
role. As such it is ubiquitous, equipping almost every AFV the TUA
fields. It is accurate out to about 900 yards and at maximum rate of
fire uses 8 megawatts. It replaced a laser design having an increased
power rating and the ability to penetrate blackout gas, it also is much
more effective against personnel, robots and electronic systems. It is a
neutral particle beam weapon, but can be switched to operate in charged
particle mode.
A variety of different mounts exist, typically the weapon is mounted
in a stabilised cyberslave in the hull or turret, however a stabilised
arm mount is also common, sponson turrets aren't unknown and many second
line vehicles just have single pair of linked, stabilised, cyberslaved,
universal weapons in a dedicated turret.
TUAF 152mm R6 Launcher (v2.0, G. Owen 2004)
A widely used terran missile launcher, designed to allow a variety of
weapons to be launched, specifically, the 152mm MM (Medium Missile)
range. It has a six shot revolver mechanism. It is normally mounted
entirely within the the vehicle in a vertical launch configuration, this
occupies 9cf, including the space occupied by the missiles. If a mixture
of missiles is carried it is possible to rotate past the next missile in
sequence and pick out the type the gunner requires. This takes one
second.
Game Mechanics: 152mm 6-shot revolver launcher rated for 50 pound
rockets.
TUAF 152mm Medium Missiles (v1.1, G. Owen 2005)
A widely used family of missiles. Medium Missile launchers are used to
give field commanders a flexible weapon system capable of engaging any
type of target.
The HVMM is a stealthy hypersonic missile designed to kill aircraft.
It has a high explosive warhead, using a proximity fuse. It flies at
speeds in excess of Mach 4 for up to 9 seconds, giving it a maximum
combat range of some 14km.
The ATMM is a tank killing missile, designed to fly to a preset point
and then kill the nearest enemy armoured vehicle. Its HEAT warhead is
mounted to fire down and it uses a pop-up attack to penetrate a targets
top armour. The HEAT warhead is capable of penetrating some 2.5 inches
of BPC. In ARM mode it can be used to attack ground radar stations, etc.
It is a stealthy missile with a maximum range of over 6km.
The GPMM is a general purpose 'artillery' missile, intended to attack
troop formations, soft vehicles, fortifications, etc. It uses a good
sized high explosive warhead, is stealthy and flies at less than the
speed of sound for over three minutes, giving it a combat range in
excess of 50km.
The Tactical Nuclear Medium Missile (TNMM) allows a wide variety of
Terran vehicles to employ nuclear firepower. This is normally only done
on planets lacking a viable biosphere. It is a brilliant, stealthy,
subsonic missile whose flight characteristics closely match those of the
GPMM allowing it to be 'camouflaged' in a swarm of GPMMs - as it doesn't
have to directly target an enemy unit it has a good chance of getting
past enemy point defence fire. Maximum range is around eleven miles. Its
1 kiloton warhead can smashing main battle units within four hundred
yards of impact.
A 10 kiloton variant, the TNMMA2 is available that can destroy main
battle units within three quarters of a mile. All stats including cost
are the same, but damage is 12d*20M.
Game Mechanics: HVMM: 152mm small HEPF(ABF), PEH guidance, stealthy.
ATMM: 152mm normal HEAT, cheap pop-up BPEH, stealthy. GPMM: 152mm modest
HE, cheap BPEH, stealthy. TNMM: 152mm modest 1 kt Nuke, BPEH guidance,
stealthy.
TUA 51mm S3 Projector (v2.0, G. Owen 2004)
A three barrel launcher designed to be bolted onto AFVs. The standard
projectile is a blackout gas missile, with a maximum range of 210 yards.
It is normally calibrated to fire out to 30 or 40 yards on the command
of the driver or some other operator.
It is a three barreled device, firing straight ahead and to the right
and left. The centre barrel fires directly ahead, while the right and
left barrels fire to either side, at an angle of 26 degrees, so that for
every 10 yards forward they place their rounds five yards to the side.
It is designed to nest together, so that a row of any number of
launchers can be mounted in line astern. The normal mounting is under
armour, but it is possible to bolt large numbers of extra launchers onto
a vehicle in open mounts.
Game Mechanics: 51mm 3-shot muzzle loading launcher rated for 1.5
pound rockets.
Weapon Weight Volume Cost Power WPS VPS CPS TL
23mm 100C Railgun 290 5.8 $98,000 14,720 0.3 0.003 $44[1] 9
80mm LVL9 Gauss M. 29 0.58 $17,000 600 2.5 0.025 $61[2] 9
3.45 MJ Prec. Laser 48 0.96 $3,600 3,450 - - - 9
PD Blaster II 9.5 0.19 $12,000 8,000 - - - 9
152mm R6 Launcher 100 2 $3,750 neg. 50 1 $47,000[3] 9
51mm S3 Projector 2.7 0.054 $190 neg. 1.5 0.03 $70 9
[1] APFSDSDU, also fires HE (x0.17 cost), HEAT (x0.25 cost), chaff
(0.17x cost), blackout gas (x0.5 cost) and super napalm (x0.33 cost).
[2] HE, also fires CLGP HEAT ($291), 1 kiloton tacnuke ($18,091), hot
smoke ($121), blackout gas ($181), ICM ($301), SICM ($3,001), SATNUC
($6,001), super napalm ($121). [3] HVMM, also fires ATMM ($64,000), GPMM
($57,000), TNMM ($110,000).
Weapon Ammo Malf. Type Damage SS Acc 1/2D Max
RoF
23mm 100C Railgun APFSDSDU crit. cr. 6d*18(3) 20 17 3,600 12,000
16*
HE crit. exp. 3d+2[2d] 20 16 2,400 8,300
16*
HEAT crit. exp. 7d(10) 20 16 2,400 8,300
16*
blackout gas crit. exp. 2 yards 20 16 2,400 8,300
16*
chaff crit. exp. 10 yards 20 16 2,400 8,300
16*
super napalm crit. exp. 2 yards 20 16 2,400 8,300
16*
80mm LVL9 Gauss M. HE crit. exp. 6d*24[6d]20 12 500 3,200 2
CLGP HEAT crit. exp. 6d*20(10)20 12 500 3,200 2
1 kt tacnuke crit. exp. 12d*2M 20 12 500 3,200 2
hot smoke crit. spcl.24 yards 20 12 500 3,200 2
blackout gas crit. spcl.24 yards 20 12 500 3,200 2
ICM crit. spcl.48 yards 20 12 500 3,200 2
SICM crit. spcl.48 yards 20 12 500 3,200 2
SATNUC crit. spcl.96 yards 20 12 500 3,200 2
super napalm crit. spcl.24 yards 20 12 500 3,200 2
3.45 MJ Prec. Laser - V(C) imp 6d*6 20 23 13,000 39,000
1/2
PD Blaster II - crit. imp. 9d+2 12 16 850 1,700
20*
Weapon Warhead Guid. Type Damage Spd. End. Min. Max
SS Acc Skill RoF
152mm R6 Launcher
HVMM HEPF PEH exp. 6d*82[20d] 1,500 9 50
14,000 20 - 16 1
ATMM HEAT BPEHPU exp. 6d*41(10) 300 21 -
6,300 20 - 15 1
GPMM HE BPEH exp. 6d*165[10d] 300 62 -
19,000 20 - 15 1
TNMM 1 kt tacnuke BPEH exp. 12d*2M 300 62 -
19,000 20 - 16 1
51mm S3 Projector Blackout - spcl. 20 yd. 300 0.7 -
210 12 10 - 3:6
Cavalry Combat Vehicle Package: A set of computer programs to support
a basic cavalry battle unit with a four weapons systems, two of which
are capable of indirect fire. For example the CV21 has a 23mm cannon, a
precision laser weapon, an 80mm gauss mortar and a pair of R6 missile
cells. Note that CIWS weapons have separate, dedicated program packages.
It can also monitor the dismounted scouts and display their postions,
firing arcs, etc. if the vehicle is equipped with the appropriate
direction finding equipment, etc.
C1 datalink, C4 targeting on ROM chips, two C3 targeting, C1 targeting,
C3 fire direction, C1 fire direction, C2 damage control, C2 routine
vehicle operation, C1 news daemon, C3 transmission profiling, C2
encryption, C3 target tracking, C2 TacNet, C3 advanced remote control,
GB Database (vehicle plans), 1 GB Database (transmission profiling).
$27,900.
CIWS Package: A sophisticated targeting package capable of controlling
a specific point defence weapon, usually a PD Blaster II.
C4 Gunner on ROM chips.
$33,750.
Combat Recognition Package: An up to date set of enemy vehicle
recognition databases.
4 x 1 GB databases (one each for ground, water, air and space vehicles).
$4,000.
Company Officer's Package: An upgrade package that provides battle
management software for any company level officer that might end up
controlling a company sized battlegroup. This includes platoon
commanders, the company sgt and XO and even the company commanders
personal vehicle. In effect it is a BattleNet mini-node that tracks the
company vehicles and dismounts and displays positions, statuses, etc.
Note that the company commander's personal vehicle would have this
installed, but his main command system would be a battalion capable
system in his command post.
C1 Datalink, C1 news daemon, C2 encryption, C4 TacNet.
$4,700.
Secure Data Package: A secure communications package designed to
encrypt and decrypt high priority messages transmitted over BattleNet.
C1 Datalink, C4 Encryption.
$700.
C-Rack Basic Communications Module: A basic communications module
designed to plug into a standard 0.2cf C-rack modular socket. It is
intended to provide Terran vehicles with a standard set of
communications options, including integration into the lasernet used by
Terran ground forces. The lasercoms are not powerful enough to reach
standard communications satellites, although GPS satellites are fitted
with extra-sensitive receivers that allow them to pick up lasercom
broadcasts in an emergency. The number of such channels available is
very limited, so this is for emergency use only.
Although it plugs into vehicle power it has a pair of rC-cells that will
run it for some time independently, allowing it to be used as a distress
beacon, for example. The computer is provided to automate message
handling and to intelligently reconfigure the lasercoms, seeking the
best way to maintain the integrity of the lasernet. A self destruct
charge is provided to allow the vehicle to destroy the module in an
emergency.
Medium-range radio with scrambler, four short-range laser communicators
with scramblers, two infrared communicators with scramblers, military
GPS, C2 compact, dumb, hardened, small computer, 50mm self-destruct
(6dx16 explosive), 2 rC cells. 10 lbs., 0.2 cf, $5,484, neg.
I-Rack Uplink Communications Module: A specialised high power laser
communicator, intended to provide field units with a means of
communicating via geostationary communications satellites. It fits in
the large 1.2cf I-rack communications sockets of Terran Union ground
vehicles.
The computer is provided to track commo satellites and automate message
handling. It also includes a pair of tightbeam communicators allowing it
to communicate with aerospace force craft, etc. A self destruct charge
is provided plus powercells that will power the module for seven and a
half hours of independent operation.
Long-range laser communicator with scrambler, two medium-range tight-
beam communicators with scramblers, military GPS, C2 compact, dumb,
hardened, small computer, 50mm self-destruct (6dx16 explosive), 4 rC
cells. 60 lbs., 1.2 cf, $8,292, 0.4 kW.
P-Rack Basic Computer Module: A basic computer module designed to slot
into the 0.1 cf P-Rack. The computer is a compact, yet powerful TCS unit
with a combat microcontroller as backup. A small demolition charge is
provided to destroy the computer in the event of abandonment or imminent
capture.
C4 hardened, genius, high capacity small computer, C2 compact, dumb,
hardened small computer, 50mm self-destruct (6dx16 explosive). 5 lbs.,
0.1 cf, $90,312, neg.
Next Week: Probably a TL9 black helicopter by me.
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