CENTURION ALTERNATE RULES v2.3 COMBAT AIRCRAFT In the dawn of it's development, the jet aircraft was utilized in all kinds of warfare. Their missions included Reconaissance, Combat Air Cover, Strategic Strikes, Air Superiority, and Close Air Support. But the anti-aircraft technology caught up quickly and forced all aircraft down to the decks. Cruise missiles became smarter and harder to detect, thus taking away the strategic mission of aircraft. These changes reduced the role of the jet aircraft to only Close Air Support. Eons later, this final role has never been taken away. In modern day combat, the jet aircraft provides a fast and cheap method of delivering guided ordinance onto a battlefield. The jets have the latest in stealth technology, and approach at treetop, computer controlled flight at MACH speeds so that they are seldom seen until the last moment. While Interplanetary Interceptors are forced to fly through defensive radar and missile nets, the jets fly under them undetected. The shields and armor of Interceptors are sacrificed for the ability to hug the ground at high speeds. The jet aircraft has kept the role of Close Air Support and thus freed up the enormously more expensive Interceptors to concentrate on holding orbit. AIR DEFENSE UNITS Friendly radars will be able to warn battlefield units about the approach of an attack aircraft. All combat vehicles that intend to fire at aircraft during that round must be declared during Movement Phase and cannot fire at anything not locked by radar. Once a unit declares this, the control of that vehicle passes to the Air Defence Net (ADN) which tracks inbound aircraft and will direct fire onto it. The ADN consists of a web of radar vehicles, installations, and AWACS that can lock on to all aircraft or vehicles that are not ground level. Without radar, aircraft are virtually impossible to hit. AIR PHASE The Air Phase occurs after painting and before direct fire phase. Generally, the phase will begin with plotting the attacking aircraft's flight path, then the defenders will fire at the aircraft with their air defence units as the aircraft travels across the battlefield and delivers it's ordinance. 1) Plotting Flight Path All single or formations of attacking aircraft must be given a strafing flight path in a straight line across the battlefield. Jet aircraft do not dive bomb. All targets must be announced and ordinance declared. During one pass, only one type of ordinance can be delivered per aircraft, but up to two attacks can be done as long as the ordinance remains the same. Depending on the ordinance, there will be a limited range off the flight path that a target can be locked. 2) Radar Lock As the aircraft approaches, it must be locked into the defenders fire control before fire can be directed on it. Unless otherwise specified, each radar system can only lock on to one inbound aircraft. As the aircraft enters the battlefield, all radar units that want to lock on should roll a d10 against its Radar factor. If the roll is higher than the Radar factor, then the radar has locked on and all units can fire on that aircraft. This Radar factor is modified by any general or directed jamming. If the defender fails the roll, the aircraft will make it's run freely (a lock can be attempted on a second aircraft if one is present.) 3) Anti-Aircraft Fire From the moment the aircraft enters the battlefield, and as it moves across the board, all defending ADN vehicles within range can begin firing upon it. All weapon ranges are doubled. Damage is allocated to the aircraft on a damage track: *---------------------* *-----*-------*---!AIRCRAFT DAMAGE TRACK!-*-----*-------*---------* ! ! ! *---*----*----*----*--* ! ! ! ! ! 0 ! 1 ! 2 ! 3 ! 4 ! 5 ! 6 ! 7-8 ! 9-12 ! 13+ ! ! ! ! ! ! ! ! ! ! ! ! ! N/E !+1 Acq !+1 Acq !+1A !+2A !+2A !+2A !Abort! Abort !DESTROYED! ! ! !+1 Fir !+2F !+2F !+3F !+4F ! Run !Mission! ! *-----*-------*-------*----*----*----*----*-----*-------*---------* As the aircraft comes under more and more fire, his chance of spotting ground vehicles and firing upon them becomes more and more difficult until the run has to be aborted, the aircraft must return to base, or the aircraft is destroyed. For every weapon fired at the aircraft, the following procedure must be done: a) The defender rolls a d10 and compares the roll to the Air Defence Rating (ADR) of the weapon fired. For every point above the ADR rating, the aircraft must shift his Damage Track up by one. b) The attacker now rolls a d10 and compares the roll to the ECM capability of the aircraft. For every point above the ECM rating, the aircraft can shift his Damage Track down by one, negating the weapon just fired at him. Damage from previous weapons fire cannot be negated until the run is finished and weapons are no longer firing at him. 4) Dropping Ordinance As soon as the aircraft comes within range of a target, the aircraft can launch it's ordinance at the target. The base chance to hit depends on the Ground Attack rate of the attacking aircraft. All normal modifiers apply. On a single run, two units can be attacked, but the type of ordinance must be the same. 5) Making another pass If the aircraft survives the run, and has more ordinance or wants to use it's onboard lasers, it can turn around and make another pass with a two turn interval. The damage track for the aircraft is reduced to zero at the beginning of every run unless attacked while offboard. 6) Engaging other aircraft An unoccupied aircraft can engage other aircraft with their onboard lasers, or with air-to-air missiles if they have a radar lock. Effects are handled as normal on the Aircraft Damage Track, with both attack and defence of the aircraft determined by their Air-to-Air ratings. Remember, it takes a full turn without being attacked for an Aircraft's Damage Track to be brought back down to zero. HELICOPTER GUNSHIPS Helicopters are rare sights on the modern battlefield, but they do have their uses. Their biggest benefits are that they are cheap, maneuverable, can be almost as fast as a gravtank, and can carry a great deal of ordinance. Their biggest weakness is that they are very fragile. Movement and Fire is handled exactly like a gravtank with its thrust equalling half of its maximum movement. If hovering, a gunship can spin on a dime, and perform popup maneuvers. Its maneuverability allows it to jump from one point on a map, any facing, to another point within half movement, any facing. Damage, though, is handled by my alternate armor rules since they rarely have crystalline titanium armor (too heavy). Instead they are usually armored with a light composite carbon or ceramic metal plating. All gunships are given an armor rating usually somewhere between zero (unarmored) and five (well armored). For every weapon that hits a gunship, count how many boxes are destroyed in the damage template, subtract the gunships armor. If the result is more than zero, subtract that number from the gunships hitpoints. A gunships hitpoints usually range from six to twelve. Ordinance is chosen at the beginning of a scenario by whomever will control the gunships. Allowable ordinances include any direct fire weapon, missiles, rocket pods, and jammers. No bombs can be mounted. Loads are split between pylons on each side of the gunship. The loads on one pylon cannot be more than two tons different than what is mounted on the opposite pylon. For example, a chopper with a capability of 6 tons payload cannot put a 50mm*20 Rocket Pod on one pylon without destabilizing the gunship. Common gunships are described at the end of this document. ORDINANCE All aircraft are given a maximum load that they can carry. The game master, or player, can assign payload up to that maximum. The following chart gives the weights: Hex Range off Ordinance Tonnage Flight Notes Weapon Pods (per charts) 1 -1 to hit ADM Bomb 6 1 2" by 6" box AMA Bomb 2 1 2" by 6" path Gravitic Bomb varies - points:100+10/ton GLAD Bomb 2 2 SMLM Missile 1 3 TVLG*2 Missile Pack 1 2 SSS 4 Standoff HARM to-hit 10 Rockets Pods see charts 2 Jammers see charts N/A Air-to-Air Missile 1 N/A ADR: 1 Weapon Pods. Any Direct Fire Weapons (Lasers, Chainguns, PBC, RR) can be loaded onto the aircraft with tonnage equal to the Mass on the Weapon chart in the tables. Weapon pods are penalized with a -1 to hit. Integral weapons are not penalized this way. ADM Bomb. These are Air Dropped Minefields that cover three hexes along the flightpath. AMA Bomb. These have the same effect as an Artillery AMA round. Gravitic Bomb. These are hellrounds dropped from aircraft. They can do anywhere from 100 to 150 damage points. In all other respects, the effects are the same as a hellround. Tonnage equals #squares destroyed divided by 10. SMLM and TVLG Missiles. The effects are the same as the vehicle versions. ORDINANCE (cont) SSS Missiles. The SSS Missiles are the same as if fired from an Interceptor. The aircraft does not have to enter the board to fire this missile, but if offboard the aircraft must fly Low level flight and might be picked up by radar. SSS Missiles can also be set for Anti-Radiation where it will lock onto the nearest Radar and attack it with a base chance to hit of 10. If Hit, Location is determined as if Hulldown. Rocket Pods. Rocket Pods are the most common kind of ordinance for aircraft. They are unguided and they are large enough that flicker shields do not hinder them, but they are slow enough that they can be engaged by VULCAN defences. Each rocket is rolled to hit seperately if fired at a vehicle. When Multiple rockets are fired at once, they tend to interfere with each other in flight and a Ripple Fire Modifier must be applied to each round. If a rocket hits a vehicle, use the template of a HEAP GAUSS round of the same calibur. Infantry damage is stated on the Rocket Launcher chart detailed later. Air-to-Air Missile AAMs can only be fired at enemy units that have been radar locked. NEW SYSTEMS RADAR Modern radar systems employed by ground forces are easily spotted as large reflective globes that are gravitically levitated over a battlefield. They can spot flying units and aircraft up to 200 kilometers away, but with modern ECM and shield capabilities, battlefield radars can only lock-on when the units approach within a couple kilometers. Radar installations and AWACS aircraft tend to be much stronger. Once a lock-on is achieved, targetting information is passed down to everyone on the Air Defence Net. Even lone infantrymen will suddenly have a target appear on his visor HUD and a countdown will commence. Grav Vehicles and Interceptors locked on by Radar systems will be considered painted. Levitating globe radars can see LLF aircraft and vehicles hundreds of kilometers away, but radar locks fail with extended range. For every (20 - (2 * Radar Factor)) kilometers away the radar is from the target, the radar suffers (increases) by one (Drop fractions). For Example, if a Factor 1 radar is 60 kilometers behind the battlefield, then the Radar Factor is increased by 60 / (20 - (2 * 1)) or 60 / 18 = 3. The effective radar strength would be 1 + 3 = 4. Max Radar Power Mass Cost #Targets Power Cost -------- ----- ---- ------ -------- ----- ---- Factor 0 64 26 200,000 1 x1.0 x1 Factor 1 32 20 130,000 2 x1.5 x2 Factor 2 16 13 110,000 3 x2.0 x3 Factor 3 8 8 90,000 4 x2.5 x4 Factor 4 4 5 70,000 5 x3.0 x5 Factor 5 2 3 50,000 Levitating Radarglobe: Cost * 2 Allows ground vehicles 2 turn warning and locking of approaching air units. Allows off-board fire-support. This bonus is assumed for LLF Gravtanks and aircraft. ECM SYSTEMS AND JAMMER PODS Jammer systems are generally put on grav vehicles meant for behind-enemy-line rescue missions, or Electronic Warfare missions. Vehicles with Jammer units or Pods must decide at the beginning of the turn whether he is using his system in active or passive mode. If a vehicle has his Jammer held in defense (passive), then all attempts to lock on to his vehicle must go through the same procedure as done with aircraft with ECM equal to the Jamming factor. Aircraft using defencive jamming must roll a die and subtract the Jammer Factor. The resulting number must be added to any attempt to lock onto him. If an 'active' jamming attempt is made, one radar system must be singled out. The vehicle rolls a d10 and subtracts the Jammer Factor of the system. This number is added to any Lock-On rolls that that radar attempts. Only one radar can be affected per jammer unless otherwise specified. If multiple Jammers are attacking the same radar, then the best modifier is taken (not cumulative). Jammer Power Mass Cost -------- ----- ---- ------ Factor 1 32 5 80,000 Factor 2 16 4 70,000 Factor 3 8 3 60,000 Factor 4 4 3 50,000 Factor 5 2 2 40,000 Factor 6 1 2 30,000 Jammer Pods mounted on aircraft use the same chart. Factor 1 Jammers cannot be mounted as pods. ------------------------------------------------- ROCKET LAUNCHERS Rocket Launchers can be mounted on vehicles, but are generally mounted on aircraft. Inf Ripple Type Range Pwr Mass Damage Mod Cost ----------- ----- --- ---- ------ ----- ------- 25mm * 1 10 0 1 3 0 2,000 5 10 0 2 8 -1 6,000 10 10 0 3 9 -2 8,000 20 10 0 5 10 -3 12,000 30 10 0 6 12 -4 16,000 40 10 0 8 15 -5 22,000 50 10 0 10 20 -6 30,000 50mm * 1 12 0 1 3 0 5,000 5 12 0 2 9 -1 10,000 10 12 0 4 10 -2 14,000 15 12 0 5 12 -3 21,000 20 12 0 6 15 -4 30,000 100mm * 1 15 0 1 10 0 10,000 2 15 0 2 10 -1 16,000 5 15 0 3 12 -2 24,000 10 15 0 5 15 -3 35,000 150mm * 1 18 0 2 15 0 18,000 2 18 0 3 15 -1 27,000 5 18 0 5 20 -2 40,000 200mm * 1 20 0 3 20 0 25,000 2 20 0 5 20 -1 36,000 Rockets are automatically -2 to hit because of low initial velocity, and because it is unguided. If the rocket hits, use the template of a HEAP GAUSS round of the same calibur. Shields are bypassed, but Vulcans can engage. If all rockets are ripple-fired at the same armored target, each rocket to-hit is modified by the 'Ripple Mod'. Rocket Pods can be mass fired, burst fired, or fired one by one. Use the Ripple Modifier of the appropriate size for that launch. SURFACE TO AIR MISSILES (SAMs) Modern SAMs are hypervelocity missiles that normally carry three depleted uranium spears that are released during terminal homing of the missile. They are radar guided and require a radar lock-on before firing, thus they can only be fired at aircraft or vehicles in Tree-top or higher flight. Their range is around 15 kilometers and therefore can be called in from offboard. If fired at Grav vehicles, assume a base chance to hit of 8 for each spear. Shields do NOT apply and they cannot be engaged by vulcan defences. If it hits, the spear should be treated as a 50mm APDS GUASS round. SAMs can only be mounted in the Turret for ground vehicles, though can be mounted in the Hull on Grav Vehicles. SAM Launchers are assumed to be twin rail launchers, capable of launching both rails at the same target if wished. Type Damage Range Power Mass ADR Cost SAM(2-10) 3*50mm 15km 5 4n 1 20,000n SQUAD AUTOMATIC WEAPONS (SAWs) Infantry garrisons that are not expected to engage armored units, or are defending inside installations, have no use for TVLG's or Mortors. Instead, they are given SAWs. These are rapid fire gatlings or autorifles that are meant specifically for destroying enemy infantry. It takes two men to operate a SAW. For every SAW in a squad, add +1 to the die roll when causing infantry casualties. TVLG's can be replaced by a SAW one-for-one. Mortors can be replaced one-for-two. SAWs give no bonuses or penalties for anti-armor fire. HELLMISSILE SUPPORT Installations and planetary defence vehicles can be called upon to give Hellmissile support to a battlefield. These missiles are primarily meant for destroying inbound dropships, but once any target is locked by a radar, oncall Hellmissiles can be vectored in to hit it. If fired against aircraft, the aircraft must be locked two turns in a row before the Hellmissile hits. If the both locks succeed, the aircraft and it's formation are destroyed. Treetop or low flying Gravtanks also must be locked two turns in a row before being hit by the Hellmissiles. Hellmissiles also tend to be larger than rounds fired by artillery and can range up to 200 blocks of damage, although most hover around 140 or 150. Damage procedure is the same as if hit by a Hellround. If the target is warned of a Hellmissile approach by friendly radar, they may attempt to avoid being hit. Aircraft have few options and must either trust their luck/jamming to break the lock, or kick in their afterburners and flee the area. Gravtanks that can drop to TTF or Ground level without grounding break the lock. If any other targets are locked, the missile can be redirected, otherwise the missile explodes in the last position that the target had been locked (thus stopping gravtanks from pop-up maneuvers). Also, if a target is expected to show itself on a particular turn, the missile can be fired on the previous turn, and then only a one turn lock is required. LIGHT ARTILLERY Desperate times requires the use of what can be made with what is available. When GPA is expensive to make, or to valuable to use, some good old-fashion 155mm Howitzers can keep some complacent encampments on their toes. TOG rarely has use for these, but others have them. The more advanced artillery systems can fire three rounds onto a target hex in one turn. The basic artillery rules are the same, but Light artillery is restricted to the following shells: L-GLAD: The basic anti-armor round, handled exactly like a GLAD except that it hits like a 100mm HEAP. APGM: Releases a rain of plasma grenades onto an area. Effects like a HAFE round, but only for one hex. Smoke: Normal Smoke round, as fired from a GAUSS cannon. X-Burst: Basically an X-Ray mine fired overhead. Shell seeks and hit nearest/random shielded enemy target on a (2 + Shield rating) once over impact area. -2 to hit for every hex away from impact area. Turret hit on 1-7, otherwise sidefacing is hit. HOVERTANKS It has been found that tracked ground vehicles become cumbersome and unwieldy at about 100 tons. The tracks start cracking apart, or slipping off the drivewheels during maneuvers. Normal highways and roadways cannot handle the pounding of heavy tracks and get torn up. Needing heavier ground vehicles, hovertanks were developed. Hovertanks ride a cushion of air, held in a bubble under the hovertank by a low strength flicker shield. Propulsion and maneuvering is gained by manipulating the shield to roll over the ground, or bite in when the hovertank wants to stop. Hovercraft technology allowed the designers to increase the maximum size of ground vehicles to 150 tons before they found the bubble collapsed. Since hovertanks have serious trouble with rough terrain and steep gradients, they are generally seen as urban and installation defence vehicles. They are also used extensively on water or swamp covered planets. The rules for hovercraft are the same as for normal ground vehicles except that hovercraft can cross water as if on level terrain, but cannot travel rough or broken terrain. All penalties going up gradients are doubled. Hull mounted weapons can fire 90 degrees to either side without penalty. When designing a hovercraft, the engine cost is 50% that of a grav engine (opposed to 10% for a tracked vehicle). Engine Mass is still multiplied by 5. The maximum tonnage is 150 tons. The maximum speed is 12. MISCELLANEOUS EQUIPMENT Power Mass Cost Snorkel 30' 0 2 15000 Smoke Generator 0 3 25000 (4 turns of smoke trails) Planar Laser 15 10 55000 Pulse Generator 10 10 60000 MineLayer 5 10 45000 Engineer Attach 30 30 150000 (Costs -5000 per componant) GPA/E 18 112 1056000 Medium Mortor 0 8 50000 (No direct fire) ALTERNATE ARMOR RULES Crystalline Titanium is the accepted armor used for modern fighting vehicles. It's low cost, easy maintainance, and ability to localize damage makes it the protection of choice for defence contractors. But not all vehicles, especially aircraft, cannot support the weight of crystalline titanium. For these cases, other armor is used. Crystalline Titanium's localization of damage into templates is due to its crystalline structure absorbing damage throughout its matrix. Metallic and Ceramic armor deflect damage much better, but once penetrated, can do little to protect its internals. Each facing of a vehicle must be rated with a Armor Point value. All attacking weapons count how many boxes are destroyed in its template. If Damage points minus Armor Points is greater than zero, then that damage is directed to internal structure. If internal structure is zero, then the vehicle is destroyed. Here are some general rules for constructing such vehicles: Mass/ Cost/ Vehicle Armor Type Point Point Hitpoints Notes ---------- ----- ----- --------- ------------------ Chobham Armor 1 100 Mass/4 All Laminated/Ceramic Carbon Fibre .5 1000 Mass/2 Cannot Repair. Must replace damaged componants. Steel 2.5 25 Mass/6 Easy repairs. Titanium 2 60 Mass/5 Diamond Monofilament Plating .8 5000 Mass/3 Made only in zero-g. EXAMPLES: --Armor Points-- Vehicle F R L S T B Hitpoints - - - - - - --------- M1 Main Battle Tank. 7 4 4 3 8 2 15 60tons. Chobham Armor. 100mm RR. Batmobile. 10tons. 3 3 3 2 - 1 5 Carbon Fibre Armor. M113 APC 13tons. 2 1 1 1 - - 5 Steel Armor. Miscellaneous Construction Options ---------------------------------- Redundant Systems -- Adds HitPoints, subtracts Load/Speed Infantry/Cargo Area -- Adds HitPoints at cost of Cargo when hit. Helicopter -- One armor rating. Multiply * 4 for Mass&Cost. (Engine Rating / 20) must be > Mass Steeply Sloped armor -- Adds Armor, Loses Hitpoints NEW GROUND VEHICLES Name: POSEIDON Type: Light AADV Side: TOG Mass: 89 tons Cost: $531,450 RATING POWER MASS COST ENGINE-TURBINE 350 350 5 17500 MOVEMENT(THRUST): 4 SHIELDS: None ARMOR POINTS Front 40 0 4 200 Right 20 0 2 100 Left 20 0 2 100 Stern 10 0 1 50 Bottom - 0 - - Turret 40 0 4 200 HULL WEAPONS HULL # Radar Factor 2 1 16 13 220000 Radarglobe TURRET WEAPONS 1.5/3 5 5 60000 Vulcan-2 8 8 30000 SAM(10) 5 40 200000 Turret 1 3 3000 CREW AND TARGETTING 3 3 300 Power Mass Cost TOTALS: 38 89 $531,450 EXCESS POWER: 312 The Poseidon is a cheap air defence vehicle that TOG has kept in service for many years. It was designed, prototyped, and built by Flaggtraxx Industries, and except for weapon and radar upgrades, has remained essentially the same as their original version. The SAM system is called Trident was designed especially for this vehicle. Ten missiles are carried on-board, but more are always standing by on supply trucks. Reloads are fast and easy for the crew. Only light armor protects the Poseidon since this vehicle was never really meant to be on the battlefield. The prefered position of this vehicle is well behind the lines where it can offer fire support against any aircraft that attempts to strafe their positions, or any grav vehicle that attempts to gain a little speed by entering Low-level flight. Name: DRAGOON Type: Light AADV Side: Renegade Mass: 88 tons Cost: $411,700 RATING POWER MASS COST ENGINE-TURBINE 350 350 5 17500 MOVEMENT(THRUST): 4 SHIELDS: None ARMOR POINTS Front 20 0 2 100 Right 10 0 1 50 Left 10 0 1 50 Stern 10 0 1 50 Bottom 0 0 0 0 Turret 30 0 3 150 HULL WEAPONS HULL # Radar Factor 2 1 16 13 220000 Radarglobe TURRET WEAPONS MDC-8 6 24 168000 SAM(8) 4 32 160000 Turret 1 3 3000 CREW AND TARGETTING 3 3 300 Power Mass Cost TOTALS: 30 88 $411,700 EXCESS POWER: 320 The Dragoon was never meant for full scale deployment, but now has found itself to be the standard Commonwealth Strategic Air Defence Vehicle for all theatres. Their planet under assualt from TOG forces and all supplies cut off, Warglass Industries began installing their Foil SAM systems on their WI-66 Tractors to cut costs. Although horribly unarmored and underpowered, enough Dragoons were built that Air Superiority was regained and the thin skinned AADV didn't have to worry about airstrikes being mounted against them anymore. Now the Dragoon is found on all worlds requiring a mobile air defence system. New designs are constantly being designed, but none so far have matched the cost/effectiveness ratio that the Dragoons have managed to maintain. Name: TWISTER Type: Light AADV Side: TOG Mass: 78 tons Cost: $411,200 RATING POWER MASS COST ENGINE-TURBINE 300 300 5 15000 MOVEMENT(THRUST): 4 SHIELDS: None ARMOR POINTS CFPD-S Front 70 10 0 8 1350 Right 50 0 5 250 Left 50 0 5 250 Stern 30 0 3 150 Bottom 0 0 0 0 Turret 70 10 0 8 1350 HULL WEAPONS HULL # None TURRET WEAPONS Radar Factor 4 4 5 70000 MDC-6 4 12 126000 MDC-6 4 12 126000 AGAMS-2 4 10 67500 Turret 1 2 2000 CREW AND TARGETTING 3 3 300 Power Mass Cost TOTALS: 20 78 $410,150 EXCESS POWER: 280 The Twister is used by TOG as a battlefield Anti-Air unit. It's three Two Mass Driver Cannons were designed for fast aquisition and targetting of fast moving targets in the air and on the ground. It has enough armor to survive punishment and enough firepower to help in a firefight. Only about one thousand Twisters have been produced now, but TOG has already put an order in for fifty thousand more to be delivered in the next two years. CyberForge is the designer of the chassis and MDCs. The Radar equipment is made by Neuroscape Technologies. A smaller engine was designed into the prototypes, but had to be upgraded when it was found that it was burning out because the turret was panning so fast. It was hoped that the larger powerplant would increase the speed of the vehicle, but this was not to be the case. Name: CROSSBOW Type: Light AADV Side: Renegade Mass: 61 tons Cost: $230,850 RATING POWER MASS COST ENGINE-TURBINE 300 300 5 15000 MOVEMENT(THRUST): 5 SHIELDS: None ARMOR POINTS Front 30 0 3 150 Right 20 0 2 100 Left 20 0 2 100 Stern 10 0 1 50 Bottom 0 0 0 0 Turret 30 0 3 150 HULL WEAPONS HULL # TVLG-LR(6) 1 0 18 72000 TVLG-LR(6) 2 0 18 72000 TURRET WEAPONS Radar Factor 4 4 5 70000 Turret 1 1 1000 CREW AND TARGETTING 3 3 300 Power Mass Cost TOTALS: 8 61 $230,850 EXCESS POWER: 292 Commonwealth designed the Crossbow as a stop-gap vehicle to be sent enmasse to locations that were expected to draw TOG aircraft. They are cheap and easily maintainable, and can be of great help against armored assaults by adding their long range TVLG load to their missile swarms. Name: LONGBOW Type: Medium AADV Side: Renegade Mass: 75 tons Cost: $429,400 RATING POWER MASS COST ENGINE-TURBINE 400 400 5 20000 MOVEMENT(THRUST): 5 SHIELDS: None ARMOR POINTS Front 50 0 5 250 Right 40 0 4 200 Left 40 0 4 200 Stern 30 0 3 150 Bottom 0 0 0 0 Turret 60 0 6 300 HULL WEAPONS HULL # TVLG(6) 1 0 9 30000 TVLG(6) 2 0 9 30000 TURRET WEAPONS PBC-8 25 10 138000 PBC-8 25 10 138000 Radar Factor 4 4 5 70000 Turret 1 2 2000 CREW AND TARGETTING 3 3 300 Power Mass Cost TOTALS: 58 75 $429,400 EXCESS POWER: 342 The Longbow was meant as an AADV that could also help on the battlefield. Its twin PBCs were not as effective on ground targets as its competitions MDCs, but they were cheaper and allowed for a faster machine. The Longbows have entered mass production, but other AADV competitors are brewing. Name: MUSTANG Type: Light AIFV-H Side: Renegade Mass: 50 tons Inf: Yes Cost: $247,100 RATING POWER MASS COST ENGINE-HOVERCRAFT 400 400 5 100000 MOVEMENT(THRUST): 8 SHIELDS: None ARMOR POINTS Front 50 0 5 250 Right 30 0 3 150 Left 30 0 3 150 Stern 20 0 2 100 Bottom 10 0 1 50 Turret 60 0 6 300 HULL WEAPONS HULL # 100mm*5 Rockets 1 0 3 24000 TURRET WEAPONS Laser 1.5/3 5 5 60000 Laser 1.5/3 5 5 60000 Turret 1 1 1000 CREW AND TARGETTING 3 3 300 INFANTRY COMPARTMENT 8 8 800 Power Mass Cost TOTALS: 22 50 $247,100 EXCESS POWER: 378 The Mustang is a fast and well armored hovercraft that Commonwealth designed for swamp, water, and desert worlds. Each Company is formed with one Engineer Mustang that, instead of Infantry, holds a Pulse Generator for clearing Mines, or a planar laser for cutting through underbrush. Each Brigade is assigned one Mustang with a mine-laying system. Rather than loosing speed, these variant Mustangs have an upgraded(450) Turbine powerplant. Name: MASTERSON Type: Medium MBT-H Side: Renegade Mass: 79 tons Cost: $345,300 RATING POWER MASS COST ENGINE-HOVERCRAFT 450 450 5 112500 MOVEMENT(THRUST): 6 SHIELDS: None ARMOR POINTS Front 70 0 7 350 Right 50 0 5 250 Left 50 0 5 250 Stern 30 0 3 150 Bottom 30 0 3 150 Turret 70 0 7 350 HULL WEAPONS HULL # TVLG(2) 1 0 3 10000 TVLG(2) 2 0 3 10000 TURRET WEAPONS 100mm Recoilless Rifle 1 23 162000 150mm*1 Rocket 0 2 18000 Vulcan-2 8 8 30000 Turret 1 2 1000 CREW AND TARGETTING 3 3 300 Power Mass Cost TOTALS: 14 79 $345,300 EXCESS POWER: 436 The Masterson Hovertank was placed into production along with the Mustang, intended to support it against enemy armor. Although the Masterson is slower, it can still manage a dazzling speed for such a well armored unit. Name: MASTADON Type: HEAVY MAIN HOVERTANK Side: TOG Mass: 149 tons Cost: $643,150 RATING POWER MASS COST ENGINE-HOVERCRAFT 450 450 5 162500 MOVEMENT(THRUST): 3 SHIELDS: None ARMOR POINTS Front 100 0 10 500 Right 70 0 7 350 Left 70 0 7 350 Stern 80 0 8 400 Bottom 50 0 5 250 Turret 100 0 10 500 HULL WEAPONS HULL # TVLG(4) 1 0 6 20000 TVLG(4) 2 0 6 20000 TURRET WEAPONS 150mm GAUSS 7 73 374000 AP Laser 5 5 60000 Turret 1 4 4000 CREW AND TARGETTING 3 3 300 Power Mass Cost TOTALS: 16 149 $643,150 EXCESS POWER: 434 TOG designed the Mastadon for defence of cities and installations, specifically against armored attack. It's GAUSS cannon has allowed this ground vehicle to easily stave off attacks from Light Gravtanks and can even stand nose to nose with Medium Gravtanks for short periods of time. The Mastadon has been produced in large numbers and has been spread out to garrison duty throughout the empire. By far, the heaviest and most expensive part of the Mastadon is the Viceroy MkV 150mm GAUSS Longbarrel Cannon that is mounted in the turret. Flaggtraxx designed the suspension specifically around this hardware. The first prototype Mastadon actually rolled over whenever this weapon panned to the sides as the barrel unbalanced it so much. This was quickly fixed by stabilizers within the flicker bubble underneath. Name: ICARUS Type: Med AIFV-H Side: TOG Mass: 76 tons Inf: Yes Cost: $426,650 RATING POWER MASS COST ENGINE-HOVERCRAFT 450 450 5 112500 MOVEMENT(THRUST): 6 SHIELDS: None ARMOR POINTS Front 50 0 5 250 Right 30 0 3 150 Left 30 0 3 150 Stern 40 0 4 200 Bottom 10 0 1 50 Turret 50 0 5 250 HULL WEAPONS HULL # TVLG(4) 1 0 6 20000 TVLG(4) 2 0 6 20000 Smoke Generator 1 0 3 25000 TURRET WEAPONS GMDC-8 4 12 125000 Laser 1.5/6 10 10 120000 Turret 1 2 2000 CREW AND TARGETTING 3 3 300 INFANTRY COMPARTMENT 8 8 800 Power Mass Cost TOTALS: 26 76 $426,650 EXCESS POWER: 424 TOG never had much interest in light or medium Hovercraft, but they did decide to produce the Icarus. This large troop carrier is moderately armored but well armed, and was meant to be able to hold its own against armor or infantry attack. Its had only a short production run, stopped by TOG as they determined that they had enough for the limited arenas that it could be useful in. They are widely scattered throughout the empire, deployed in small units to swamp and water dominated areas that their tracked vehicles would have trouble with, thus filling in the cracks. NEW GRAV VEHICLES Name: RAVEN Type: Medium Grav AADV Mass: 293 tons Cost: $2,198,300 RATING POWER MASS COST ENGINE 1800 1800 40 900000 THRUST: 5 SHIELDS Front 70 48 2 35000 Right 50 12 2 25000 Left 50 12 2 25000 Stern 30 4 2 15000 Bottom 40 6 2 20000 ARMOR POINTS Front 60 0 6 300 Right 50 0 5 250 Left 50 0 5 250 Stern 40 0 4 200 Bottom 40 0 4 200 Turret 60 0 6 300 HULL WEAPONS HULL # SAM(10) 1 5 40 200000 SAM(10) 2 5 40 200000 TVLG(6) 1 0 9 30000 TVLG(6) 2 0 9 30000 Radar Factor 2 1 16 13 110000 ECM Factor 2 2 16 4 70000 TURRET WEAPONS 150mm 7 73 374000 Vulcan IV 15 15 60000 Turret 1 5 5000 CREW AND TARGETTING 3 3 300 ANTI-GRAV DRIVE 291 3 141500 Power Mass Cost TOTALS: 441 294 $2,198,300 EXCESS POWER: 1360 The Raven was designed by Commonwealth to be an on-battlefield support unit against attacking aircraft, and a mobile deterent for any TOG attempt to bypass the front lines by going to High-level flight with their Gravtanks. The Ravens have also been found useful as support for friendly aircraft in jamming enemy radars and picking off enemy interceptors while the aircraft make their runs. Ravens tend to work best in groups of two at a Brigade Support level. The Raven has been constructed by Terrasmith Enterprises for many years now at a slow, but consistant pace. The Gravtank was designed around the Starmission Corporation Rattler Anti-Air missile system which Terrasmith bought out soon after production started. Improvements come out every year, usually centering around the onboard computer system. It is now a very trusted and welcomed sight on the battlefield. Name: EVEREST Type: Medium Grav AADV Mass: 267 tons Cost: $3,034,800 RATING POWER MASS COST ENGINE 2500 2500 68 1500000 THRUST: 3 SHIELDS Front 100 264 2 50000 Right 100 264 2 50000 Left 100 264 2 50000 Stern 100 264 2 50000 Bottom 100 264 2 50000 ARMOR POINTS Front 100 0 10 500 Right 100 0 10 500 Left 100 0 10 500 Stern 100 0 10 500 Bottom 100 0 10 500 Turret 100 0 10 500 HULL WEAPONS HULL # SAM(10) 1 5 40 200000 SAM(10) 2 5 40 200000 TVLG(6) 1 0 9 30000 TVLG(6) 2 0 9 30000 Radar F2 (Targ:2) 1 24 13 220000 ECM Factor 2 2 16 4 70000 TURRET WEAPONS MDC8 6 24 168000 MDC8 6 24 168000 Vulcan IV 15 15 60000 Turret 1 4 4000 CREW AND TARGETTING 3 3 300 263 2903300 ANTI-GRAV DRIVE 263 4 131500 Power Mass Cost TOTALS: 1664 267 $3,034,800 EXCESS POWER: 836 Unlike the Raven, the Everest is meant to stay behind the battlefield, directing anti-air weapons from a distance. It is meant to take a HellMissile and get back up again. Attacking aircraft will pay a dear price attacking it. The Everest is the premier anti-air cover for all offensives that extend past the cover of their radar installations. The Everest production contract was taken by TerraForge Enterprises, a partner to Terrasmith, and is based off the same design as the Raven, using many of the same componants. Name: CIRRUS Type: Medium Grav AADV Mass: 208 tons Cost: $1,818,300 RATING POWER MASS COST ENGINE 1600 1600 32 800000 THRUST: 6 SHIELDS Front 70 48 2 35000 Right 50 12 2 25000 Left 50 12 2 25000 Stern 60 24 2 30000 Bottom 50 12 2 25000 ARMOR POINTS Front 80 0 8 400 Right 40 0 4 200 Left 40 0 4 200 Stern 70 0 7 350 Bottom 40 0 4 200 Turret 80 0 8 400 HULL WEAPONS HULL # SAM(8) 1 4 32 160000 SAM(8) 2 4 32 160000 TVLG(4) 1 0 6 20000 TVLG(4) 2 0 6 20000 Radar Factor 2 1 16 13 110000 ECM Factor 4 2 4 3 50000 TURRET WEAPONS Vulcan IV 15 15 60000 Laser 1.5/5 8 8 96000 Laser 1.5/5 8 8 96000 Turret 1 2 2000 CREW AND TARGETTING 3 3 300 ANTI-GRAV DRVIE 205 3 102500 Power Mass Cost TOTALS: 376 208 $1,818,300 EXCESS POWER: 1224 The Cirrus is a recent development that TOG is not happy with. The original designs were thinly armored and weakly shielded and tended to be shot down easily by attacking aircraft. New versions were quickly developed with more powerful engines to support the increased shield power and armor without loosing the speed it had. This made TOG feel better for a while, but TOG felt that the Cirrus was still restricted to defencive missions because the ECM system was too weak to help them fly through enemy radar nets. To fix this, Nolan Conglomerates are now working around the clock to develop a multiphase, high power ECM system that can jam several radars at the same time. So far, results have been marginal at best. It seems now, a larger powerplant will be needed before this new version comes out. AIRCRAFT Name: GLADIATOR Side: TOG Class: VTOL Strike Fighter Cost: 800,000 Cruise Speed: 1600 kph Max Speed: 2200 kph ECM Rating: 4 Radar Factor:2 Internal Weaponry: 1 * 1.5/5 Laser ADR: 1 Ground Attack Base: 7 Payload: 12 Tons The Gladiator is TOG's premier all purpose strike fighter. It's VTOL construction allows it to operate out of any base. No high performance airstrips are required. Although the Gladiator is somewhat slow, it is incredibly maneuverable. Triumph Armaments turns out over 50,000 Gladiators a year. It's internal laser was designed by Optiosync Enterprises as a dogfighting weapon even though TOG, as a rule, dislikes having their fighters enter into dogfights. Once a fighter leaves the cover of the terrain, it is difficult to predict what will happen. The times that it has tangled with enemy fighters, it's strong, forward swept wings usually helped it fly circles around it's opponants. Name: MYRMIDON Side: TOG Class: VTOL Striker Cost: 900,000 Cruise Speed: 1900 kph Max Speed: 3200 kph ECM Rating: 2 Radar Factor:2 Internal Weaponry: 2 * 1.5/5 Laser ADR: 1 Ground Attack Base: 8 Payload: 18 Tons Keeping with TOG's preference for VTOL aircraft, the Myrmidon was designed to replace the Gladiator as a ground attack aircraft. Much manueverability was sacrificed for better stealth and far better speed. The result was a very survivable aircraft with a reasonably good payload. Prototyping for the Myrmidon was a dangerous and deadly task. Over forty percent of the initial test aircraft crashed trying to maneuver with the terrain. DuFontagne Enterprises lost a score of test pilots and almost lost the contract. The solution was a massive supercomputer that is located behind the pilot's seat that reads the terrain and can override the pilot's decisions if necessary. Even the vertical jets are continually firing during flight to better maneuver the aircraft. Maintainance of this computer is the most expensive and labor intensive job for the engineers working on this aircraft. Name: SABRE Side: Renegade Class: Strike Fighter Cost: 500,000 Cruise Speed: 1400 kph Max Speed: 2400 kph ECM Rating: 4 Radar Factor:3 Internal Weaponry: 2 * 1.5/3 Laser ADR: 3 Ground Attack Base: 7 Payload: 15 Tons Commonwealth ordered these to compete directly with the new TOG Gladiators that were being produced. VTOL ability and maneuverability were sacrificed for a bigger payload and a slightly better speed. The Sabre was originally designed by Gemini Industries, but then was sold to Metallicast. Many changes took place in the conversion that reduced the stealth abilities of the aircraft for higher performance. Metallicast also reduced the power of the internal lasers so that more payload could be added. They assumed that the Sabres would try to avoid directly tangling with Gladiators. Name: GUNSLINGER Side Renegade Class: VTOL Striker Cost: 800,000 Cruise Speed: 1400 kph Max Speed: 2800 kph ECM Rating: 2 Radar Factor: 1 Internal Weaponry: 1 * 1.5/5 Laser ADR: 3 Ground Attack Base: 8 Payload: 20 Tons Lasander Enterprises privately designed, prototyped, and flight tested the Gunslinger without any contract pending. All development money was paid by the company in hopes that once the designs were proven, that the contracts would roll in. The gamble paid off. The Renegade commanders were so impressed by the versatility of the new attack aircraft that they immediately ordered 20,000 Gunslingers. The production lines haven't stopped since. The Skysonic Industries MkIII radar mounted in the nose of the Gunslinger is the most powerful ever placed in a strike aircraft. Jamming a lock from a Gunslinger is a difficult task for even the most experienced TOG Countermeasure Officers. Many Gunslingers have been bought solely for being a mobile radar station. The newer Gunslinger-F can enter the Air Defence Net and can direct ground fire on air targets it has locked. Name: BANSHEE Side: Renegade Class: Strike Fighter Cost: 750,000 Cruise Speed: 1700 kph Max Speed: 3200 kph ECM Rating: 2 Radar Factor: 3 Internal Weaponry: 2 * 1.5/5 Laser ADR: 3 Ground Attack Base: 8 Payload: 16 Tons The Banshee is the newest aircraft being produced by Commonwealth. Although first designed solely for ground strikes, the surprising maneuverability of the aircraft made Akani Technologies redesign it for multiple roles. A VTOL version of this aircraft was considered, but then dropped as the payload capability dropped significantly. The most outstanding feature of the Banshee is the twin Ceres 1.5/5 Lasers designed for ground attack. As most other aircraft bug out after dropping their payload, the Banshee can continue to deliver effective fire support with only it's on-board Lasers. A third laser is often placed in it's internal weapons bay for even more direct fire ability. GUNSHIPS Name: Xerxes Max Speed: 24 Side: TOG HitPoints: 13 Class: Attack Gunship Ordinance: 8 tons Armor: 4 Integral Systems ECM: 6 ---------------- Visability: D/C 30mm Gatling The Xerxes is TOGs most common attack gunship. Though very rarely used on the front lines, the Xerxes is very commonly employed to control civilian and native populations of rebellious TOG planets. Name: Tigris Max Speed: 19 Side: TOG HitPoints: 8 Class: AWACS Gunship Ordinance: 0 tons Armor: 2 Integral Systems ECM: 4 ---------------- Visability: C/C 10 AAM Missiles Radar Factor 3 The Tigris is still used on the front lines, though is being replaced slowly by Cirrus AADV Gravtanks. They usually operate in teams of two, hovering about 10km behind the front lines, covering advance troops from attacking aircraft and approaching TTF/LAF gravtanks. Name: Narsis Max Speed: 30 Side: TOG HitPoints: 7 Class: Scout Gunship Ordinance: 4 tons Armor: 2 Integral Systems ECM: 3 ---------------- Visability: E/C None The Narsis is used commonly throughout all theatres as a stealthful battlefield reconaissance tool. With Anti-Grav generators easy to detect, light gravtanks remain unable to effectively sneak up on enemy formations. Scout gunships remain the fastest, terrain following recon vehicle. Name: Euphrates Max Speed: 20 Side: TOG HitPoints: 8 Class: Assault Gunship Ordinance: 4 tons Armor: 3 Integral Systems ECM: 7 ---------------- Visability: C/B Internal Hold for Infantry or 4 tons Cargo. The Euphrates is the Military version of the commercially available Firehorse utility helicopter. It is used for Infantry transport only on colony worlds that do not require a substantial military garrison. However, all theatres use the Euphrates for Search and Rescue, and supply missions. Name: Hannibal Max Speed: 26 Side: Renegade HitPoints: 10 Class: Attack Gunship Ordinance: 10 tons Armor: 5 Integral Systems ECM: 6 ---------------- Visability: D/C 20mm Gatling Only recently, with the Renegade Legions successes, has there been a use for gunships to replace gravtanks that were patrolling rear areas. This heavily armored gunship is remarkably fast and can carry large loads, but has sacrificed redundant systems to do so. Name: Kite Max Speed: 15 Side: Renegade HitPoints: 7 Class: AWACS Gunship Ordinance: 0 tons Armor: 2 Integral Systems ECM: 3 ---------------- Visability: C/C 10 AAM Missiles Radar Factor 2 Jammer Factor 4 The Kite is maintaining production in parallel with the Raven AADV gravtanks, and often are paired with them in the field. Almost all offensives are backed by at least one Kite to shower the TOG sky with radar. Name: Belleraphon Max Speed: 18 Side: Renegade HitPoints: 7 Class: Assault Gunship Ordinance: 2 tons Armor: 2 Integral Systems ECM: 7 ---------------- Visability: C/B Internal Hold for Infantry or 6 tons Cargo. Although the Belleraphon is used quite extensively for fast troop transport, it has little ability to support the troops it drops off. Though inexpensive, they are valuable resources and are rarely placed in dangerous situations.