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Department of Defense: Exo-Wars Military Database |
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Kodiak
Industries EXW-02A Sabertooth Assault Walker |
If
there is a complete opposite to the speed, agility, grace and
beauty of the Puma Recon Exo it is the Sabertooth Walker. The
Sabertooth is the Alliances only Walker class Exo. The Walker
Class is the equivalent of a walking super tank, bringing
devastating firepower to the battlefield in a humanoid form. While
the Sabertooth is dreadfully slow and ungainly compared to the
speed of the average Exo, its armor and weaponry outmatch anything
in the Exo Class. The
Sabertooth was proposed in the beginning days of the gulf War,
when the American Government and its Coalition allies had softened
up the ground targets with long aerial bombardments. The
Sabertooth was commissioned as a super Exo; carry more firepower
then a squad of M1A1 Abrams Main Battle Tanks. In only 4 short
years the first Sabertooth’s rolled, or rather sauntered, off
the assembly line. Too late to see action in the Gulf War the
Sabertooth was re-commissioned as a command unit for “Peace
Keeping” duties. A mission that could be accomplished with the
look of the Sabertooth alone, not even counting its multiple
weapon systems. The
Sabertooth is a monstrous hunchback Exo. Its tandem command cabin
is flanked on both sides by enormous missile batteries that also
contain the main hydraulics of the Walker. The roughly diamond
shaped missile pods are then connected to a pair of giant shoulder
actuators that hold the primary weapons of the unit. The
Sabertooth was envisioned as an all-in-one weapons platform, and
so its weapons payload is configured to reflect that. The right
arm of the unit ends with a 30mm 6 barrel Gatling Anti-Aircraft
Cannon. The left arm possesses a 60mm Ultra Light Field Gun with
enlarged ammunition supply. Rounding out the Sabertooth's weapons
is a belly mounted turret 20mm Light Assault Cannon for use
against infantry and Exo’s. As a combined weapons systems there
is very little the Sabertooth cannot handle. However
the bulk of all these weapon systems meant that the Sabertooth
would require several extremely heavy legs to provide support and
locomotion. To accommodate the weight of the weapons and upper
torso the Sabertooth walks very slowly with an odd gait similar to
a Elephant. Moving one leg forward at a time and pivoting at the
waist. When the Sabertooth has found a comfortable spot to attack
or defend from it settles in, assuming a crouching position.
Located on its knees is a support pad that is used like a second
foot. When in the lowered positions the Sabertooth is ready for
battle. In this stance it is nearly impossible to move, even with
tractors and earthmovers. The command cabin of the Sabertooth is a two-seated tandem cockpit with
the Walker Commander sitting in back and the gunner/communications
officer in front. The rear seat of the pilot affords him or her a
better view of the terrain, while the forward position can scan
the horizon for enemy troop movements. When the Sabertooth enters
battle an armored venire extends over the command cabin covering
the Plexiglas canopy. The enclosed compartment is then complete
sealed from the outside environment, and the pilot and gunner must
rely on computers and sensors for all outside observations and
target acquisitions. Since the Sabertooth saw production after the Gulf War it has had limited
field experience in real combat. Although it has seen action in a
few theaters, it operational lifespan is still in its infancy.
What has been learned about the Sabertooth is that its one great
drawback is its speed. However its reliability, survivability and
firepower have earned it favorable reviews from those that pilot
them. In one particular instance an escort squad of Puma Recon
Exo’s and one Sabertooth came across a convoy of 12 enemy tanks
(heavy main battle tanks). The tanks themselves could hopelessly
outmatch the Puma’s in both armor and firepower. The only
advantage the Puma’s had was their speed. The commander of the
Sabertooth ordered the Puma’s to circle the enemies and harass
them. He then orders one Puma to stay back and act as a target
designator and relay. The Sabertooth hide behind a small hill, as
the Puma’s began harassing the Tanks the last Puma acting as
designator and relayed fire coordinates to the Sabertooth. While
the tanks chaises the Puma’s the Sabertooth rained down swift
death with a coordinated volley of rockets and field gun fire. By
the time the convoy realized what was going on 7 of the tanks had
been destroyed, 2 severely cripples and 3 managed to retreat with
at least moderate damage to each. Now with the Axis acting up the Sabertooth has been put into limited
production, with the first few units being sent overseas to act as
mobile artillery, command and anti-aircraft platforms for the
field commanders. A few commanders have managed to pull a few
strings and had a Sabertooth assigned to their base. The units in
the field are currently being used to defend key cities and bases
from enemy attack. Once the Sabertooth reached Europe in numbers
they will be sent on the offensive to create a moving wedge
between the Axis’s battle lines. Opening up paths for faster
attack Exo’s to follow and creating a new front for the Axis to
have to fight on. |
Statistical Data |
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Name: | Sabertooth
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Manufacturer: | Kodiak Industries | |
Production Class: | Assault Class Exo Walker |
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Production Code: | EXW-02A | |
Production Type: | Limited
Production. |
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Crew: | Two, Pilot & Comm/Weapons Officer |
S.D.C. By Location |
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**Sensor Package: | 100 | S.D.C. x2 | |
*20mm Cannon: | 125 | S.D.C. x1 | |
Shoulders Pods: | 600 | S.D.C. x2 | |
Arms: | 375 | S.D.C. x2 | |
*30mm AA Cannon: | 150 | S.D.C. x1 | |
*30mm Field Gun: | 150 | S.D.C. x1 | |
Upper Legs: | 600 | S.D.C. x4 | |
Lower Legs: | 450 | S.D.C. x4 | |
Feet: | 225 | S.D.C. x4 | |
Engine: | 450 | S.D.C. x2 | |
***Main Body | 1500 | S.D.C. x1 | |
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “called
shot”, but even then the attacker is –4 to strike. |
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**
Destroying the sensor packages of the Sabertooth will
eliminate all forms of optical enhancement and sensory
systems. The pilot must rely on his own human vision and
senses. No power armor combat bonuses to strike, parry,
and dodge! The sensors are small and difficult targets to hit, it can only be hit
when a character makes a ‘called shot’, and even
then the attacker is –3 to strike. |
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*** Deleting the S.D.C. of the main body will shut the armor down
completely, making it useless. In emergency release
system allows the pilot to escape the Exo if the main
body is destroyed, and they survive. However most
Exo’s do not have any storage area for food, armor or
weapons. Therefore, unless otherwise noted, the pilot
must rely on their own sidearm and any armor they were
wearing when piloting the Walker. |
Speed: |
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Running: | ![]() |
20.0
mph (32.0 km) maximum. Note that the act of running does
not tire the operator and the Exo’s top speed can be
maintained indefinitely, only the pilots own fatigue
will limit the duration of the unit’s movements. The
Sabertooth walks at a more reasonable speed of 12.0 mph
(19.2 km), and should be considered the units cruising
speed. |
Leaping: | Not possible. | |
Underwater: | The Sabertooth cannot swim; rather it can walk along the bottom of the sea at about 25% its normal running speed. | |
Maximum Depth: |
2000 feet (610 m) |
Statistical Data: | ||
Height: | ![]() |
21.0
feet (6.8 m) from head to toe. The additional of should
and back mounted weapon systems can increase the height
of the unit. Weapons such as rocket pods and mortars are
common to Exo’s and will modify their height. |
Width: | 28.5
feet (9.2 m). |
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Length: | 25.0
feet (8.1 m) |
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Weight: | 19.9
tons without the addition of weapon and ammunition. |
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Physical Strength: | Equal
to a P.S. of 60. The Sabertooth is capable of towing,
but its lack of hands prevent it from lifting. |
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Cargo: | None. |
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Power Systems: | A pair of Roles-Royce X1000 Turbine Engine feeding a bank of Lockheed Martin Skunk Works super conductive batteries. | |
Range (Per tank of Fuel): | The
battery provides enough energy for 12 hour of regular
maneuvers or 6 hours of moderate combat maneuvers. Heavy
combat maneuvers will use the batters charge in 3 hours.
The Turbine engine must then be activated to either
recharge the battery or directly power the Exo. The 820T
will provide the Exo with direct energy for 40 hours of
moderate use before needing refueling. Heavy use will
consume the fuel supply in 24 hours. Recharging the
battery to full capacity takes 1 hour (4 hours if on the
move). All Exo’s use an advanced Turbine Engine that
can burn any gasoline derivative fuel, including
automobile gasoline, aircraft and marine fuel and even
diesel without ill effect. However all non-Exo fuel
reduces the operational abilities (range, speed,
duration) by 25%. Only Exo Fuel will allow the unit to
function at 100% efficiency. |
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Construction Cost: | $4,671,138.00 dollars for a new, undamaged, full equipped standard Sabertooth complete with all configuration type weapon systems. |
Weapon Systems: |
Weapon Name: | ![]() |
Special Notes: |
Rock Island Inc. 60mm Ultra Light Field Gun | 60 shells in the standard armored clip. | |
Heckler & Koch 30mm Medium Anti-Aircraft Cannon | A long clip holds 300 rounds and a belt feed ammo drum holds 500 rounds. The Sabertooth has a long clip mounted as a backup supply inside the forearm of the cannon. Its primary ammunition supply comes from a pair of internal belt feed ammunition canisters located in the shoulder of the unit. The Sabertooth has a combined total of 1300 rounds. | |
General Dynamics 20mm Light Assault Cannon | The
Sabertooth has an internal ammunition feed to the Light
assault Cannon providing 300 shells, or enough for 100
short bursts. |
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Hughes Missile Systems Inc. 45mm Ultra Light Rocket Pack | 128
rockets per pack. One pack in each shoulder for a
combined total of 256 rockets. |
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Hand To Hand Combat | The design of the Sabertooth prevents any
hand to hand attacks short of falling on an object. The
Sabertooth relies on the support of Exo’s to provided
hand to hand combat. |
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Sensor System Note | The
Sabertooth has full optical systems, including laser
targeting, telescopic, passive nightvision (light
amplification), thermo-imaging, infrared, ultraviolet,
and polarization. Plus all the other features common to
all Exo’s. As well the Sabertooth is MBC hardened with
an internal oxygen supply for 12 hours. Once sealed the
cockpit is complete impervious to all Nuclear,
Biological and Chemical agents ECM Systems: The ECM/ECCM (Electronic Counter Measures/Electronic
Counter-Counter Measures) and Sensor Suite consists of a
variety of communications, scrambling, jamming, radar,
and targeting gear that allows the Sabertooth to act as
a very advanced and deadly field commander with the
ability to tracking, targeting and communication with
other units in the field. The jamming and communications
equipment has been specially designed to play havoc with
the targeting and control systems of a wide range of
enemy threats. Primary
Purpose:
Electronic Counter Measures Secondary
Purpose:
Air Defense and Anti-Missile Range:
100 miles 9160 km) radius. Mega-Damage: Not Applicable. ECM
& Sensor Capabilities: Radar
& Computer Tracking Systems: Range of 10 miles (16.0 km) radius and can identify and track up
to 48 different targets simultaneously. Sonar for
underwater use is limited to a 3.0 miles (4.8 km) range. Directional
Radio & Laser Communications Systems: Can send and receive messages on
broad or narrow band frequencies and send precision
laser beam communication signals. Radio
Encryption & Decryption Systems: Scrambles and unscrambles incoming and outgoing messages, decodes
encrypted messages, as well as records and stores all
transmissions on other channels/frequencies and
unscrambles them (and responds or transmits) at a later
time. Targeting
Uplink:
The Sabertooth can uplink data to as many as 24 other
Exo’s or combat vehicles (Land, Sea or Air) or ground
troops within 5.0 miles (8.0 km). In this capacity the
Sabertooth can be used as a command or communication
data rely unit. All units receiving this data are +1 on
initiative and +1 to strike and dodge. Jamming
Suite:
The jammers on the Sabertooth can interfere and garble
any enemy transmissions with a very high (01-65%)
success rate. Successful jamming means the enemy
transmission is little more then electronic snow,
completely unintelligible. A failed roll (66-00%) means
the transmission successfully escaped the interference
field, but while it is discernible, it is not the
cleanest of messages and is still filled with
interference.
In order to jam incoming missiles, the Exo must
roll under their Weapon Systems skill or Electronic
Countermeasures skill, which ever he/she has. A
successful roll means the targeting systems (and/or
radio control signals and scanners) of all missiles
directed at him/her, or in his/her flight path, are
scrambled, causing the missile to veer off target,
effectively -7 to strike. Roll for each missile in the
volley. In the alternative, the Sabertooth can send a
direct laser signal to one or two missiles within a 2000
foot (610 m) radius, whether directed at him/her or
another target entirely, and scramble its targeting
systems to make them veer off course, effectively -9 to
strike its intended target(s). Note:
The jammer effect applies to ‘smart-bombs &
missiles’ as well as other guided ordinance. The
jamming defense disables the missiles tracking, guidance
and motor systems, it does not allow the pilot to seize
control of the missile and alter/modify its course,
simply disable it and cause it to avoid its intended
target(s). Chaff-Pod: The Sabertooth can also fire flares with packets that release
clouds of smoke and floating particles to lure missiles
to them, and away from the pilot and armor. Payload:
24 Chaff flares per dispenser, 1 dispenser standard per
Sabertooth. Note: Each Chaff-Flare has a 15% chance (per packet fired) to distract or confuse incoming missiles, with a cumulative effects. I.E. 3 Chaff-flares is equal to a 45% chance of decoying the missile, 6 = 90% change. Special Sabertooth Bonuses: +3 to initiative, +1 to strike and parry, +2 to dodge, +1 to roll with punch/fall/impact, and +1 to pull punch. All are in addition to the normal hand to hand bonuses and skills of the pilot. |