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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