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Unread 6 Oct 2003, 18:46   #4
No Dachi
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Join Date: Sep 2001
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Re: Mercenaries: Dark Void

Vehicles
Vehicles get done in a kind of PW-like slots arrangement. For each kind of chasis you can buy there will be a small notation (giving you an idea of quality, etc) along with how many slots (for equipment and weapons) there are. How many men the vehicle requires to crew it depends upon the chasis and what weapons you buy. A P rate will be included for both.

Vehicles are variably prone to breaking down/experiencing other mechnical problems. Having an Engineer in your Company will greatly reduce the chance of such a fault occuring. Once a vehicle has broken down/been damaged, an Engineer can repair it given sufficient time and supplies (so having a Quartermaster will also help).

Motorcycles (Motorcycles can be driven by any kind of personnel)

Signal Bike - 200 C (1 P)
The Signal Bike is designed primarily for use by courriers and scouts. It is a fast, light motorcycle, with a surprisingly powerful engine that enables it to cross rought (but not too rough) terrain. It has no armour to speak of and no equipment or weapons slots. It cannot be used b any soldier wearing anything heavier than Medium Battle Armour.

Hoverbike - 600 C (1 P minimum, 3 maximum. 1 gunner, 1 driver, 1 passenger)
Produced by a subsidiary arm of the Yakachi Corporation, the Hoverbike is fast and lightly armoured. A tripod capable of carrying two passengers as well as a pivoting, heavier version of the Yakachi AS-140 Laser Rifle. The Hoverbike can cross water as well as land, but cannot be driven up steep inclines. The Antigrav Drive has yet to be perfected and has been known to break down without warning, often leaving the crew in something of a fix.

Salevera AG Field Bike - 1200 C (1 P)
Salevera are a defense contractor specialising in the manufacture of high-tech vehicles that surfaced without warning around two years ago. Since then, they have been locked in a furious battle with Yakachi for control of the high-tech vehicle market. With both producing their own 'style' of weaponry, however, most large military organisations tend to use equipment from both. The AG Field Bike is small, lightly armoured and very fast, with an Antigrav Drive that works in a 'field' configuration, enabling the driver to control the height of the bike's raise from the ground. This allows 'hopping' over low obstacles. Hopping in this manner is dangerous if attempted by untrained personnel. The Salevera AG Field Bike has no armament apart from a single machine gun fized-front facing between the handlebars. The trade-off for this is that the bike is capable of traversing all but the most extreme of difficult terrain.

Light Vehicles (Light, multi-purpose vehicles such as buggies)

Halberman Multi-Purpose Jeep - 600 C (1 P minimum, 4 P maximum. 1 driver, 1 gunner, 2 passengers)
An armoured, jeep capable of carrying a driver, a gunner and two passengers. The gunner mans a Light Vehicle Gun of your choice mounted on a remote-controlled turret on the vehicle's roof (in other words, the gunner can aim and fire the weapon from his seat). The vehicle is robust and reliable, able to cross difficult terrain, and its armour can turn aside most small arms fire. Anything heavier than small arms fire is capable of causing the vehicle and its crew grief, however.

Halberman Armoured Scout - 1000 C (3 P minimum, 1 driver, 1 gunner, 1 commander)
A wheeled armoured scout equipped with medium armour and a Medium Vehicle Gun mounted on an armoured turret. It is equipped with reliable coms equipment and is itself not prone to failure. Includes one Light Equipment Slot enabling it to specialise in whichever role you prefer. Its underside is unarmoured and as such it is vunerable to mines and carefully-placed grenades. All in all a versatile vehicle.

Yakachi AG Buggy - 1000 C (2 P minimum, 1 driver, 1 gunner)
A lightly-armoured AG buggy with a Medium Vehicle Gun slot and a Light Equipment Slot, to be filled as you wish. As with all AG vehicles, it has a few inherent technical faults which have yet to be eliminated by Yakachi designers, but with the possibility of malfunction aside it is a useful scout vehicle.

Infantry Fighting Veghicles (Light-medium vehicles designed to support infantry in combat. Usually have some kind of troop-carrying ability in addition to medium/light armament)

Hernston-Smith Armoured Fighting Vehicle - 2400 C (2 P minimum, 1 driver, 1 gunner. 8 passenger slots)
A tried and tested design, the Hernston-Smith AMF equips medium armour and a Medium Vehicle Gun as well as substantial passenger space that make it a good adaptable infantry support vehicle. It also has a single Light Equipment Slot.

Wellard Arms Infantry Fighting Vehicle - 4500 C (2 P minimum, 1 driver, 1 gunner, 8 passenger slots)
The Wellard Arms IFV is the best available AFV-type vehicle, comparable to the Yakachi AAFV in terms of performance. A tracked vehicle with excellent armour, designed primarily for use in built-up conditions but also suitable for more open warfare. It has one Medium Vehicle Gun slot and two Small Equipment slots. All in all, it is a very capable vehicle and one that has a good chance of keeping your men safe in battle.

Yakachi Advanced AFV - 5500 C (2 P minimum, 1 driver, 1 gunner, 10 passenger slots)
The first heavily-armoured combat vehicle to be equipped with AG enginers for hovering. It can move fast across water and land alike. Land mines pose no threat whatsoever to it. The AFV has a Medium Vehicle Gun mount (the turret) as well as a Small Vehicle Gun mount (a pivot-mounted weapon that can be manned by opening a hatch in the roof of the passenger compartment). It has two Small Equipment mounts. While possessing all of these advantages over the Wellard Arms IFV, its nearest viable competitor, it also possesses several flaws. Firstly, grenades rolled under the vehicle can seriously damage the AG drivers. Secondaly, the AG drives are prone to failure at any rate and require large amounts of maintenance. Its armour is inferior to that of the Wellard Arms IFV - its speed and manouevrability are supposed to protect it. All in all, superior to the Wellard Arms IFV in open terrain but inferior to it in urban conditions.

Light Armour (These are light tanks; fast, mobile and packing firepower. They are well-suited to combat against infantry and lighter vehicles but will be swept aside by Main Battle Tanks).

Halberman Jaguar Mk I Light Tank - 6000 C (3 P, 1 gunner, 1 driver, 1 commander)
It's getting on in years, but the Jaguar is still a ruthlessly affective tank. Fast with good armour and two Medium Vehicle Gun mounts (on the main turret) as well as a Small Vehicle Gun mount (manned by the commander) and two Small Equipment slots. A tracked vehicle, despite good armour on the top and sides its underside armour is weak and vunerable to mines and grenades.

Yakachi Type 550 Light Tank - 10,000 C (3 P, 1 gunner, 1 driver, 1 commander)
Yakachi's latest light tank is not, contrary to the predictions of many, equipped with AG drives to make it hover. Instead, like its competitors, it is tracked. With decent (but not great) armour, it's primary advantage is its speed and armament. It has two Medium Vehicle Gun mounts, two Small Vehicle Gun mounts and no less than four Small Equipment mounts. The engine is powerful and reliable, enabling the light tank to successfully cross most terrain at good speed. It is vunerable in urban condiions.

Salavera Advanced Light Tank - 14,000 C (3 P, 1 gunner, 1 driver, 1 commander)
Salavera were quick to leap on the oppurtunity presented by Yakachi's lack of a hovertank by producing the ALT. Fast and very manouevreable, the prototype version was known to strafe-evade oncoming heat-seaker missiles. Add a Medium Vehicle Gun on the turret and a Small Vehicle Gun on the turret's topside (which is remote-fired by the commander), as well as three Small Equipment slots, and you have a very dangerous vehicle. Its armour is inferior to that of both the Halberman Jaguar and the Yakachi Type 550.

Main Battle Tanks (The heavy tanks. They don't move quickly and aren't pretty, but anything on the recieving end of their main armament will be a pile of slag within minutes. Heavy tanks seldom have much in the way of equipment slots, and should be supported by Light Armour and/or IFVs. Halberman have been dominating the heavy armour market for some time).

Halberman Mk I 'Bähr' Heavy Tank - 10,000 C (4 P, 1 gunner, 1 driver, 1 loader/coms op, 1 gunner)
The Mk I is a mixed bag. Although cheaper than the other two Main Battle Tanks on the market, it also requires an additional crew member to act as loader due to being an aging modle in which robotic loading equipment for the main gun is not equipped. With a Heavy Vehicle Gun slot on the main turret, a Small Vehicle Gun slot manned by the driver and another in the commander's cupola. Two Small Equipment slots.

Thoran Engineering 'Cavalier' Mk IV Heavy Tank - 18,000 C (3 P, 1 driver, 1 gunner, 1 commander)
Thoran Engineering Systems are a defense contractor enjoying a very comfortable relationship with the Empire of Thoran, the most powerful of the free planetary organisations. The Cavalier is their fourth heavy tank, and achieves such high performance that it is widely used outside of the Thoranian military. Heavily armed with one Heavy Vehicle Gun slot and one Medium Vehicle Gun slot (twin linked with the Heavy Vehicle Gun slot), its main strength is its armour, which is made from an advanced alloy and is practically impregnable except from below and behind. 2 Small Equipment slots.

Halberman Mk II 'Nashorn' Heavy Tank - 20,000 C (3 P, 1 driver, 1 gunner, 1 commander)
Halberman's second generation heavy tank is a substantial improvement over its predescessor. On even footing with the Thoran Engineering Mk IV, it is even more heavily armed, with a devastating Heavy Vehicle Gun and two Medium Vehicle Guns linked and mounted on the main turret. Its armour is, however, notably inferior to that of the Cavalier. The Nashorn is slightly less powerful in terms of engine than the Cavalier, but its engine is also slightly more reliable. The Nashorn has two Small Equipment slots.

Artillery Vehicles (Self-proppelled artillery are basically artillery guns on wheels. They allow artillery to move quickly and not slow your other forces down. They are also more durable than normal artilley pieces. Self proppelled artillery equires 1 Vehicle Driver to drive the vehicle, and a number of Artillery Gunners depending on the weapon you mount on the chasis).

Halberman Self-Proppelled Artillery Chasis - 6000 C (1 driver, additional crew dependent on gun)
Heavily armoured but rather slow, tracked vehicle. 1 Artillery Gun slot. The gun folds away into the chasis' body work, and cannot be fired untill the vehicle is deployed, which will take a few seconds or so to do. The gunners must fire and load their weapon from outside the vehicle, leaving them vunerable. Two Small Equipment slots.

Yakachi Self-Proppelled Hoverartillery Gun - 12,000 C (1 driver, additional crew dependent on gun)
A hovering artillery piece that can move quickly over most kinds of terrain. The AG field generator is, as always, succeptible to malfunction. Has inferior armour when compared to the other two self-proppelled gun chasis, but does not need to be deployed. Crew can fire from the inside.

Thoran Engineer Self Proppelled Gun Chasis - 12,000 C (1 driver, additional crew dependent on gun)
With armour somewhere between that of the other two self-propelled gun chasis, speed the same, and requiring deployment whilst capable of being operated with the crew inside, this is a well-balanced chasis. It's main advantage is that it has three, not two, Small Equipment slots, enabling you to put on an extra toy to tinker with.

Weaponry
You buy these and put them on your vehicles. Without them, your vehicles are unable to do much in the way of damage to the enemy. The motive for having them is, them, rather obvious.

Heavy Machine Gun - 2500 C (Small Vehicle Gun)
Basic, heavy machine gun. Useful for surpressing infantry, little use against vehicles.

Anti Armour Machine Gun - 3500 C (Small Vehicle Gun)
HMG with decreased rate of fire but increased armour penetration capability. Effective agianst armoured infantry and light vehicles. Will have trouble getting through medium vehicle armour. Virtually inneffective against heavy vehicle armour.

Light Gauss Gun - 1400 C (Small Vehicle Gun)
Useful weapon, effective against infantry and light vehicles at short range. Too inacurrate for long or medium range use. Whilst it will dent medium vehicle armour, it is unlikely to cause any actual damage.

Anti Armour Missile Launcher - 3500 C (Small Vehicle Gun)
A weapon which is effective against light and medium armoured vehicles, but of much less use against infantry. Fires armour piecing missiles at a rate of around one every three seconds.

Light RF Laser - 4000 C (Small Vehicle Gun)
Rapid fire laser effective against infantry and lightly armoured vehicles. Prone to overheating.

Light Laser Cannon - 5000 C (Small Vehicle Gun)
Laser with altered calibration to fire high-power bolts at a lower rate. Highly effective against light vehicles, limited effectiveness against infantry and medium armour vehicles.

30mm Chaingun - 4000 C (Small Vehicle Gun)
Effective against infantry and light vehicles, possibility of damaging medium vehicles, though this is unlikely.

Anti-Tank Missile Pod - 2000 C (Small Vehicle Gun)
A massive, one-shot anti tank missile pod. If it hits, it will definitely destroy anything less than an MBT, and has a chance of destroying the latter. After the one shot, the weapon cannot be fired again for the duration of the battle (too big to reload in the field).


88mm Cannon - 5000 C (Medium Vehicle Gun)
Highly effective against light and medium armour vehicles. Capable of firing high explosive and armour piercing shells.

Heavy Gatling Laser - 7000 C (Medium Vehicle Gun)
Rapid fire laser cannon, highly effective against infantry and light vehicles, effective to a point against medium vehicles.

Medium Laser Cannon - 8000 C (Medium Vehicle Gun)
Highly effective against light and medium vehicles. Limited effectiveness against heavy vehicles. Slow rate of fire renders it unsuitable for use against infantry.

Mass Driver Cannon - 8000 C (Medium Vehicle Gun)
High-calibre gauss gun. Highly effective against medium and light vehicles. Partially effective against heavy vehicles. Too innacurate for use at long range.

Guided Missile Launcher - 9000 C (Medium Vehicle Gun)
Fires a medium-payload, short/medium range missile. Coupled with a Basic Sensor it can fire guided missiles. Effective against light vehicles, partially effective against medium vehicles, can be used against ground attack aircraft.


100mm Cannon - 5800 C (Heavy Vehicle Gun)
Highly effective against medium and light armoured vehicles. Will cause some damage to heavily armoured vehicles. Capable of firing high explosive and armour piecing shells.

150mm Cannon - 6800 C (Heavy Vehicle Gun)
Highly effective against medium and heavy armoured vehicles. Limited effectiveness against lightly armoured vehicles. Slower rate of fire than the 100mm. Can fire high explosive and armour piercing shells.

Beam Laser Cannon - 10,000 C (Heavy Vehicle Gun)
Effective against light, medium and heavy vehicles at up to and including medium range. Fires a sustained laser beam lasting five seconds which can cut through medium vehicle armour like butter, and pierce heavy vehicle armour if kept on the same spot for the duration of the beam. It can also be used to hose down infantry. Prone to overheating. Slow rate of fire between beams.

Heavy Mass Driver Cannon - 10,000 C (Heavy Vehicle Gun)
Highly effective against light, medium and heavyily armoured vehicles at close range. Too innacurate for use at medium and long range. Reliable in terms of maintenance.


Dual Artillery Gun - 6500 C (Artillery Gun Slot, two Gunners required)
Two light artillery guns loaded robotically, enabling rapid fire (for artillery). Requires a Gunner to aim and a Gunner to reload the ammunition chains that the robot feeds from.

Medium Artillery Gun - 6000 C (Artillery Gun Slot, three Gunners required)
Manual-load medium artillery gun. Longer range than the Dual Artillery Gun, substantially lower rate of fire, but higher damage.

Robotic Howitzer - 10,000 C (Artillery Gun Slot, two Gunners required)
Loads and fires automatically, but requires one Gunner for aiming and another for supervision of the machiney. High projectile trajectory, very high damage.

Rocket Artillery - 14,000 C (Artillery Gun Slot, three Gunners required)
A pod consisting of 32 long range rockets capable of unleashing a devastating barrage over a wide area of land. Takes a long time to reload between shots.

AAA Gun - 5000 C (Artillery Gun Slot, two gunners required)
Basic AAA Gun, able to target low, medium, and high altitude aircraft alike.

AAM Launcher - 12,000 C (Artillery Gun Slot, two gunners required)
Fires long-range antiair missiles. Highly effective against aircraft at any altitude. Can be shot down by point defense. Requires Basic Sensor in one Equipment slot.

Equipment (There's only one kind of equipment and that's Small Equipment. Enjoy)

Basic Sensors - 600 C
Basic sensor pack that offers data on the surrounding area. Takes up one slot.

Advanced Sensors - 2000 C
Larger sensor array capable of offering more detailed feedback over a wider area. Takes up two slots.

Orbital Uplink - 4500 C
A small dish that enables the vehicle's commander to recieve data from satellites and ships in orbit, and to transmit data to them.

Additional Armour Platng - 400 C
Additional armour plates welded onto the vehicle's chasis. Takes up 1 slot for additional plates covering the entire body. Requires an Engineer to fit the armour on.

AG Field Generator - 3400 C
Takes up two slots. This high-power generator is not designed to allow your vehicles to hover, but instead to briefly 'boost' your vehicle upwards and out of ditches, etc, or to unstick it from mud. Very useful in certain circumstances.

Blend Generator - 6000 C
A generator that takes up one slot and will mask the vehicle in question in a similar way that Blend Armour masks an infantryman. Less effective the faster the vehicle is moving, it is easily spotted at close range.

ECM - 2000 C
Takes up one slot. ECM helps reduce the chances of the enemy getting a successful missile lock-on the vehicle in question.

Decoy Drones - 4000 C
Two small drones packed with as much heat, light and noise as possible. If the commander of a vehicle detects a missile lock on, he can fire the drones, which then have a chance of drawing the missile(s) away from the vehicle. It is by no means certain, though, that this will be successful. One slot.

Aircraft
Aircraft heave fixed weaponry. Some require more than one Pilot, but most will only need one. They come in different categories. Air Superiority Fighters are designed for use against other aircraft and have only minimal air-to-gound potential. Strike Fighters are versatile aircraft capable of dropping in to an air-to-air or air-to-ground role, though they will not match up to air superiority fighters in air-to-air combat. Bombers are vunerable to fighters, but highly effective against ground targets. Gunships have no air-to-air capability and are designed specifically for ground attack, the choppers of the future. Support aircraft are designed for non-combat roles. All aircraft are equipped with ejector seats, but transport aircraft do not always have ejector facilties for the passengers. If it is specified within the description, an aircraft is capable of flying in orbit as well as in atmosphere. This does not make them suitable for space interceptor duties. Some aircraft are equipped with stealth coatings that make them invisible to most sensor screens. Again, this will be specified. All aircraft are considered VTOL-capable, though most will use the VTOL capacity for assissted lateral take-off in order to conserve fuel.

Air Superiority Fighters

Hernston Smith F-255 Viper - 10,000 C
An aging but still effective air superiority fighter equipped with a nose mounted minigun, eight short/medium range air-to-air missiles and four long range air-to-air missiles. Not to fast, but very reliable.

Thoran Engineering Kestrel ASF - 16,000 C
A much newer air superiority fighter, the Kestrel is equipped with a stealth coating. It is not capable of non-atmospheric flight, but is virtually unmatched within the atmosphere. Armed with a nose-mounted minigun, and a gatling laser cannon on each wing, in addition to 12 variable range AA missiles. Very fast and highly manouevreable.

Yakachi Type 40 Adaptable Fighter - 22,000 C
Matches the Thoran Engineering Kestrel in terms of performance, but also possesses several non-combat advantages over it. Firstly, it is capable of non-atmospheric flight and (if fitted out for it before take-off) combat, though it is notably inferior to space fighters. Like the Kestrel, it is cloaked. The ejector seat is more advanced and the pilot's chances of survival increased. It also possesses more advanced ECM equipment. Carries a nose-mounted gatling laser along with a fast-tracking light beam laser under each wing, along with eight variable range air-to-air missiles.

Strike Fighters

Wellard Arms Model-3 Buzzard - 14,000 C
Reasonably old, but still viable, strike fighter. Carries a payload of siz general-purpose bombs (laser guided if you have a satellite or ship in orbit, dumbfire if not), two armour piercing bombs (same), two napalm bombs (dumbfire), and four medium range air-to-air missiles, as well as a nose-mounted minigun.

Thoran Engineering Condor GAF - 20,000 C
Sleek, modern strike fighter. Like its cousin, the Kestrel, it has a stealth layer to protect it from probing sensor. It is slow than the Kestrel but more heavily armed, carrying sx dumbfire (laser guided with orbital facility) bombs, two rocket pods and two anti-tank missiles as well as twin-linked gatling laser cannons and four short range air-to-air missiles. Good ECM.

Thoran Engineering Vulture HGAF - 26,000 C
The Condor's big brother is a two-seater aircraft. It carries just two, long-range AA missiles, but is very fast. Its ground attack arsenal consists of two rocket pods, two beam laser cannons, four air-to-gound missiles and around eight bombs (dumbfire, laser guided with orbital facility), which can be either high explosive, armour piercing or napalm. It has advanced ECM equipment and good armour.

Bomber

Thoran Engineering 'Thunder' GAB - 16,500 C
A fast, realtively light ground attack bomber. Four air-to-ground missiles designed for anti-tank use, four napalm bombs and four high-explosive bombs, the latter being laser guided with the addition of an orbital facility. Also included are two much heavier missiles with excellent guidance systems, these are useful against really heavy targets like bunkers or naval ships (althoough it would be impractical for you to buy these - hence them not being available - they do exist). Good ECM equipment.

Hernston Smith B-180 Cobra - 23,000 C
Hernston Smith's latest aircraft is a twin-seater bomber. With powerful sensor equipment already on board and operated by the co-pilot, the Cobra does not need an orbital uplink for guided-bomb runs, provided it does not leave a certain radius around the bomb after dropping it. Designed purely for bombing, it carries 20 high explosive/armour piercing bombs and four napalm bombs (unguided). Other than this it carries a belly-mounted gatling laser cannon that can be operated manually by the co-pilot or computer controlled and linked to the sensors. The gatling laser has been known to shoot down incoming missiles, though this is by no means guaranteed.

Thoran Engineering 'Hail' HGB - 30,000 C
A monstrous, three-seater heavy bomber. Carrying a payload of no less than 120 high explosive bombs guided by onboard sensors, its sensor equipment is so advanced that it can relay data to ground troops. Slow and a big target, it has two onboard AA launchers for self-defense - these will not do much to protect it if it is attacked by fighters, though. Two robotic-aimed beam lasers provide point defense, though this technology is far from perfected yet.

Gunship (Gunships are futuristic helicopters. They can take off and land vertically, which they do almost all the time, and can hover for deadly ground attacks. They have no air-to-air capability. They are relatively new to the 'scene', and are as a whole less reliable than other aircraft)

Yakachi ATG Type-A Gunship - 20,000 C
The first 'true' gunship to be designed came, as do most new weaponry innovations, from the Yakachi Corporation. With one pilot to fly it, the ATG Type-A is designed for tank-killing purposes. Armed with a nose-mounted, high calibre minigun, four rocket pods and six heavy AT missiles it is well equipped for the task, Heavily armoured against light AA fire, it isn't the fastest of aircraft. Advacned sensors on board compensate for a lack of much in the way of ECM.

Thoran Engineering MHG-550 'Firestorm' - 28,000 C
Thoran Engineering were quick to break open the first ATG Type-A they could get their hands on in order to learn its design. Less than two years later they unvieled the TE MHG-550, aptly nicknamed the Firestorm. The 550 is a two-pilot aircraft designed for general ground support. It carries two rocket pods for anti vehicular use, two medium beam lasers for the same reason, and a payload of eight experimental napalm-adaptable missiles. The missiles are designed to be capable of piercing tank armour as well as exploding over the target (with the help of advanced sensors equipment manned by the co-pilot) to shower it with napalm. The TE MHG-550 is a versatile gunship capable of a wide range of tasks. Despite reasonable onboard ECM, it is rather lightly armoured.

Halberman Mk I 'Falke' Gunship - 32,000 C
Halberman and Thoran Engineering are (currently) allies in the arms industry. Shortly after TE released the Firestorm, a deal with Halberman traded the design's full blueprints for those of several Halberman tanks. Halberman were quick to spot a niche in the market and within a single year had produced the Falke. A large, two-pilot helicopter gunship, it is heavily armoured and carries advanced sensors and ECM. It is less heavily armed than either of the other two gunships, but is designed for a different role. The Falke is capable of carrying eight infantrymen in relative safety across the battlefield, deploying them quickly, and then providing fire support untill they need evac. Carries two rocket pods and two gatling laser cannons as well as four napalm missiles.

Transport (These are aircraft with little in the way of armament, designed purely for transport purposes. Troops of Ex-Proffessional Soldier training grade or above can perform airdrops from transport aircraft. No additional equipment is required for this - it comes free with the aircraft. The maximum transport capacity for each aircraft is shown in infantrymen. One vehicle or artillery gun - mortars and other infantry artillery not included - equates to 10 infantrymen. Vehicles cannot airdrop and must be unloaded at airbases or other suitable drop-off points).

Wellard Arms General-Purpose Transport Aircraft - 18,000 C
Large cargo aircraft. Requires one pilot and one co-pilot. Heavily armoured and with point defense turrets, as well as a substantial amount of ECM, it is an excellent long-distance heavy transport. Has room for up to 40 infantrymen.

Halberman Mk II 'NachtFalke' Transport Gunship - 36,000 C
A modified Falke Gunship designed for transport use. It carries only a single, belly-mounted gatling laser cannon with a 360 degree field of fire. Instead of the Falke's other armaments it carries a blend generator and a stealth coating. Its engines are silenced to minimise the chance fo detection by noise. Has room for 12 infantrymen. Needs two pilots. Also carries a blend generator.

Yakachi ATA Type-F - 34,000 C
Expensive non-gunship transport aircraft. Is designed as a fast deployment unit. Capable of travelling at ludicrously high speeds, it can outrun some AA missiles and carries advanced ECM to deal with the rest. Does not equip a stealth layer. Carries two air-to-ground and two air-to-air missiles as its only armament, though both are highly precise. It is designed to perform airdrops and has room for twenty infantrymen (it can also be used to transport vehicles, but they naturally cannot be airdropped).
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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