Craft: MerenData Colossus-Class Tank Droid
Type: Super Heavy Automated Assault Craft
Dexterity: 3D
Blaster Artillery: 8D, Missile Weapons: 7D, Vehicle Blasters: 9D
Knowledge: 2D
Alien Species: 6D, Languages: 5D, Cultures: 6D, Scholar: Military History: 13D
Tactics: 13D, Willpower: 8D
Mechanical: 3D
Capital Ship Gunnery: 5D, Communications: 5D+2, Ground Vehicle Operations: 7D,
Sensors: 7D
Perception: 3D
Command: 8D, Search: 7D
Strength: 8D
Brawl: Ramming: 10D, Stamina: 12D
Technical: 2D
Armor Repair: 5D, Blaster Repair: 7D, Droid Repair: 8D, Ground Vehicle Repair: 8D,
Missile Weapons Repair: 6D
Scale: Walker
Length: 50 meters
Skill: See Above
Crew: None
Passengers: 100 Storm Berserker-Class War Droids
Cargo Capacity: 10 metric tons
Cover: Full
Consumables: None
Cost: 7.5 million credits (Storm Berserker complement costs 15 million credits)
Maneuverability: 2D
Move: 55; 160 kmh
Body Strength: 12D
Shields: 8D
Sensors:
Passive: 10 km/1D+2
Search: 20 km/ 2D
Scan: 30 km/2D+2
Focus: 2 km/3D
Weapons:
3 Hellbore Cannons (May Be Fire-Linked)
Scale: Capital
Fire Arc: Turret
Fire Rate: 1 Blast Per Gun Per Round
Skill: Blaster Artillery
Fire Control: 4D
Range: 100-1.2/10/50 km
Blast Radius: 100 meters
Damage: 15D (18D Fire-Linked)
Ammunition: 40 per gun
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.
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