16 Rotary Laser Cannons
Scale:
Speeder
Fire Arc:
3 Front, 5 Left, 5 Right, 3 Back
Fire Rate:
25
Skill:
Vehicle Blasters
Fire Control:
6D For Fire Suppression or 3D For Sustained Fire
Range:
40-1.2/6/32 km
Blast
Radius: 10 meters
Damage:
6D For A Single Laser Blast (12D For Sustained Fire)
8 Proton Missile Batteries
Scale:
Walker
Fire Arc:
2 Front, 2 Left, 2 Right, 2 Back
Fire Rate:
6 Missile Volleys Per Battery Per Round
Skill:
Missile Weapons
Fire Control:
6D For Suppression Fire or 3D For Single Target Volleys
Range:
40-1.2/6/32 km
Blast
Radius: 20 meters (200 meters For A 6 Missile Volley)
Damage:
7D For A Single Missile (10D For A 6 Missile Volley)
Ammunition:
48 Per Battery (384 Total)
10 Super Heavy Concussion
Missile Tubes
Scale:
Capital
Fire Arc:
Spine-Mounted Launch Tubes
Fire Rate:
Up To 10 Per Round
Skill:
Capital Ship Gunnery
Fire Control:
8D
Range:
10-150/500/1,000 km (Atmosphere-High Orbit/50/100)
Blast
Radius: 0-4/16/24/40 km (0-1/4/6/10 km Per Individual Warhead)
Damage:
20D/15D/10D/5D (8D/6D/4D/2D Per Individual Warhead)
Ammunition:
3 Per Launcher (30 Total)
* refers to the number of space units from
the planet if fired at invading ships
Capsule: The Colossus-Class Tank Droid is
another vehicle designed and sold exclusively to the Keltarrin Protectorate
as part of the support craft carried
aboard their enormous
Tarkin-II Class Star Dreadnoughts. These massive
war droids are the pinnacle in the evolution of the automated attack craft.
Programmed with not only
targeting and tactical data,
the Colossus is programmed with the sum total
knowledge of galactic military history and strategy. Each Colossus is the
potential equivalent of a dozen
battle-hardened
generals in the arena of tactical and strategic
knowledge. All Colossus droids are hard-wired with quadruple-redundancy
and hardened personality cores to
be utterly and
completely loyal to the Keltarrin Protectorate.
Each droid acts as a company commander and firebase for one hundred Storm
Berserker-Class War Droids
and can also be used to
rally organic troops should the command staff
of a group of organic troops be slain in combat. Each Colossus is given
a letter-number designation as well as a
"name" derived
from the letters in it's name. Often the "name"
chosen will be that of a great military leader or a significant historical
battle. Thus a Colossus designated
MDN-12J might come to be
referred to as the Madine after the famous
New Republic general. Another whose designation is SMC-23F could well be
named the Stormcaller for the
commander of the
infamous Red Moons mercenary organization,
Andrephan Stormcaller. Thus far the Colossus-Class of tank droid has only
seen true combat 3 times but in all
three cases prevailed
with ridiculous ease against what military
analysts had declared hopeless odds. The main weapon system of these mechanized
behemoths is the massive
triple-gunned Hellbore Cannon
turret. These enormous guns have unparalleled
range and destructive potential due to the innovative nature of the "projectiles"
they fire. A Hellbore cannon
works by the rather simple
concept of directed thermonuclear devastation.
A pellet of deuterium is loaded into a pulsed laser array and compressed
by simultaneous firing of the lasers
until a thirty kiloton
thermonuclear reaction is generated. There
are a total of five of these reaction chambers arranged equilaterally around
a central chamber containing an
enriched plutonium slug. The
individual blasts are channeled through tiny
tubes, each one precisely one centimeter in diameter, into the central
ignition chamber where the combined forces
of the five individual thirty
kiloton blasts cause a second compression-induced
thermonuclear detonation. This second blast is much more powerful due to
the immense forces being
directed into its creation and the
enriched plutonium used as its reaction mass.
This destructive energy is then directed down the molecularly bonded duranium
barrels and kept in a coherent
stream by a medium-powered
repulsor-tunnel that keeps the fusion blast
from dispersing over long distances. This main weapon is used to crack
hardened bunkers, dug-in artillery
emplacements, fortress walls, and
the occasional mountain that might be in the
way. They also have sufficient range to hit low-flying and careless capital
ships that might be called in for
space-borne fire support by the
enemy. The secondary weapons of the Colossus
are the proton missile batteries that are used for anti-tank and anti-starfighter
work. The fire control
computers of the missiles
may be set for two modes. In the first mode
the batteries volley missiles into a general area rather than at a specific
target. This has the effect of a greatly
increased total blast radius and
can devastate defensive formations in moments.
Alternately the missiles can be set to target specific objects or vehicles
though their accuracy is greatly reduced
in such instances. The
tertiary weapon system of the Colossus consists
of sixteen rotary laser cannons. These emplacements are mainly meant for
close-in work against small
speeders too nimble for the
missiles to accurately target. They are also
useful for the anti-infantry role and as a point defense system for shooting
down enemy missile and rocket fire. Like
the proton missiles the
laser emplacements have two fire control settings,
one meant to spray massive amounts of energy bolts over a large area and
the other designed to concentrate
the massive rate of fire of
the rotary lasers on a single target. In the
former case the lasers have devastatingly accurate fire control but in
the latter the fire control accuracy comes back
down to more average levels.
The final weapon of the Colossus is by far
it's most terrifying. The super heavy concussion missiles mounted on the
Colossus are manufactured exclusively
within the
Keltarrin Protectorate for reason of security
and because the so-called "super heavy concussion missiles" are really
twelve high-energy fusion warheads!
Constructed in much the same
manner as normal concussion missiles, the
"super heavies" use a molecularly bonded and gravitically collapsed synthetic
diamond penetrator fitted into the tip
of each of the twelve
fusion warheads to pierce the thick armor
plating of enemy warships. The missile splits into twelve warheads when
anything other than another super heavy
missile approaches to within
ten kilometers of the missile.The explosive
payload of each missile is a twenty-five kiloton shaped-charge warhead
which rips through the target with a
destructive force far out of
proportion to the comparatively small charge
of the warhead itself. By forcing the fusion-temperature plasma of the
nuclear explosive through a ten-centimeter
hole in the tip of the
uranium penetrator a thin spike of super-heated
plasma lances through the target and weakens the penetrator itself which
fractures and splinters less than a
microsecond after detonation.
The resulting superdense shrapnel, along with
the destructive fury of a thermonuclear explosion, rips apart the already
weakened target from the inside. These
deadly weapons are best
used for planetary defense against enemy capital
cruisers but they can also be used as city busters. When deployed in this
role they function much the same
way as when fired against
enemy warships. The missile splits into twelve
individual warheads upon detection of any possible interceptors approaching
to within ten kilometers or when
the missile is ten kilometers
from it's target. The shaped-charge nature
of the warheads works to limit the actual blast radius of the resulting
explosions. The launchers are arranged in two
columns of five tubes along
the back of the Colossus where the sit inside
the body of the droid pointing up. The silo doors of the launchers are
magnetically sealed to prevent blaster fire
from penetrating
them and destroying the entire droid (and
everything for many kilometers around) with a single lucky shot. These
devastating weapons may only be deployed
under two conditions. One
is in the event that a planet is under attack
by forces using either World Devastators or Death Star-Scale weapons. The
only other way for these missiles to be
deployed is under the
direct orders of Grand Protector Skolaris.
The droids themselves will accept no other situations or orders for the
deployment of these weapons. If the droid
should be irreparably damaged or completely
immobilized there is a self destruct device that ensures that it will not
be taken by the enemy. This device sends
out an alert beacon to
nearby Protectorate forces informing them
of the impending blast which occurs five minutes later. The only two ways
to stop this self-destruct mechanism is to
send a non-destruct signal
or to continue firing into the burning hulk
until it is completely wrecked. This requires the equivalent of another
destroyed result to be inflicted against a body
strength of 2D walker scale.
This still causes and explosion, but only
one doing 15D capital scale to a two hundred fifty meter radius. If the
destruct sequence is NOT somehow halted the
resulting explosion is much
more devastating. A ten megaton explosion
rips through the battlefield inflicting 24D/18D/12D/6D capital scale damage
to a 0-6/24/36/80 km radius.
Submitted by madrabit@netdoor.com