The Centaur Hovertank
Based on “The Malcontent Uprisings” comics
Statistics, creative history and weapons made up by Stan BUNDY.
Corrections (of which there were many) by Andering REDDSON.
The production history of the Centaur
Centaur Hover Tank, Mk Vb:
Type: Fusion-powered multi-modal hovertank.
Crew: Two; Driver (operates weapon arms) and Commander (fires main armament)
MDC by Location:
* Main Body/Turret- ** Commander’s Cockpit- Reinforced Pilot’s Compartment (Driver)- ** Particle Beam Cannon Barrel- ** Turret Missile Launcher Cover- ** Sensor Array (slung under turret, between legs)- Leg Struts (2)- | 25Ø 8Ø 12Ø 3Ø 6Ø 4Ø 1ØØ each | Leg Hover Systems (forward; 1 per leg)- Leg Hover Systems/Thrusters (rear; 1 per leg)- ** Center Rear Thrusters (2)- **# Gun Arms- ** Recoil Damping cables(4)- *** Positioning Wheels (8)- | 6Ø each 4Ø each 3Ø each (all types) 1Ø each 1Ø each |
* Destroying the Turret/Main Body shuts down the tank.
** Require called shot at an additional -3 penalty to hit, from size and/or location.
*** These wheels are -1Ø to hit, and effectively act as landing wheels for the tank. Losing 2 or more of these wheels on one side makes landing and takeoff attempts require a pilot hovercraft roll at -5% (-2Ø% if both sides damaged this way). Failure results are up to GM and situational modifiers.
# Only exposed during Combat Mode.
Speed and Statistical Data:
Tank Mode: Can reach speeds of 16Ø MPH; reduce speed by 2Ø% for each rear thruster destroyed, 3Ø% for each leg hover section destroyed (rear leg sections count as both, for a -5Ø% penalty). Combat Mode (Turret Telescoped): 5Ø MPH, but pilot gets no combat bonuses if attempting to pilot at speeds over 1Ø MPH while using the Weapon Arms. Hover Height: Only 4¾ feet. Can NOT leap, bt can go over crevasses not wider then 6 feet (regardless how deep they are). Height: 9 feet as a tank, up to 18 feet telescoped. Width: 15 feet; 18 feet with turret telescoped (legs spread outward slightly) Length: 28 feet; 25 feet with turret telescoped (legs constrict slightly) | Weight: 18 tons (Mk III-V). The Mk II massed about 28.4 tons, including fuel, and had an operational range of 12Ø miles (2ØØ km). Flight Ssytem: Originally a forced-air system (jets). Modern types use grav pods. Thrust Sytem: Originally a forced air system (jets) Modern types use trationing drives. Fuel Supply: One year supply of fuel for the fusion reactor. Cost and Availability: Around 60 million€ for an UNARMED (legal) model. Availability varies, as the Centaur is currently only produced in the outlier systems. Black Market Cost and Availability: Generally the same; For the most part, a “museum piece” is purchased, then armed. |
Weapon Systems: 2. Heavy Missile Pods (2): Mounted under a protective lid next to the PBC, they are each identical to the system mounted above the right shoulder of the Excalibur Destroid. Each unit launches a total of six, medium range, medium warhead missiles. The missiles can be launched one at a time or in volleys of two. Each volley counts as one attack.1. Particle Beam Cannon, PBC-84: Identical to the Excalibur PBC.
Primary Purpose: Assault/defense
MD: 5D1Ø+25 per blast
Range: 1Ø,ØØØ feet
Payload: Unlimited
Rate of Fire: Four times per melee.
Primary Purpose: Assault/defense.
Missile Types: Medium range, guided missiles. Specific warheads vary.
Mega-Damage: Varies with specific warheads, as does range.
Rate of Fire: Individually or in volleys of two.
Payload: Six missiles per launcher, for a total of twelve. Manual reload, from somebody outside, requires the proper equipment and takes 6 melees.
3. Weapon Arms: The weapon arm systems are modular; any two arms can be used, and take 6 man-hours to swap one arm for another, provided the other arm type is available. Two identical arms are almost never used, as the ammunition space for the projectile arms is limited enough with only one present. The angle of fire for the arm weapons is limited to a 45 degree arc up and down, 9Ø degrees right and left. Note: The picture to the right shows arm types 3 (right) and 4 (left) arms.
A) 7.62MM Rotary Machinegun:
Primary Purpose: Antipersonnel
Mega-Damage: 4D6×1Ø SDC for short burst, 8D6×1Ø SDC for long burst. Bursts are considered to be one attack regardless of the length). If used to spray, treat as one burst category higher than the actual burst size, due to rate of fire.
Payload: 3ØØØ rounds (a short burst uses 6Ø rounds, a long burst 12Ø rounds)
Range: 2ØØØ feet (6ØØm).
B) Twin barrel M-89 12.7MM machinegun: Identical to the head-mounted weapon of the Excalibur Destroid.
Purpose: Antipersonnel
Mega-Damage: 2D4 M.D. for short burst, 4D4 M.D. for long burst, or 1D4×1Ø M.D. for one full melee of continuous fire (each burst is considered to be one attack regardless of the length).
Payload: 5ØØ rounds (a short burst uses 1Ø rounds, long burst 2Ø rounds and full burst 4Ø rounds).
Range: 2ØØØ feet (6ØØm)
C) Triple-Barreled Laser: These lasers are similar to those later used for the head lasers on the VF-1 Veritechs. They have the long burst option, as well as the ability to be used as cutting tools.
Primary Purpose: Assault/Defense Weapon.
Secondary Purpose: Tool for cutting.
Range: 2ØØØ feet (6Ø9 m)
Mega-Damage: 1D4 M.D. per laser, or 3D4 for a volley of all three at once. One, long, extended blast lasts on full melee and does double damage; counts as two attacks that melee and can not be used against fast moving/dodging opponents.
Payload: Unlimited
D) TZ-II Gun Cluster: Expanded versions of this system (the TZ-III and TZ-IV) eventually saw service on the Excalibur and Gladiator Destroids. Each TZ-II gun cluster contains the following: (1) laser, (1) 2ØMM auto cannon, and (1) flamethrower.
Laser:2D6 mega-damage (MD); Range: 2ØØØ feet (6Ø9.6m); Payload: Unlimited.
2ØMM Auto Cannon: 1D6 M.D. short burst, 2D6 M.D. long burst, 4D6 M.D. for one full melee of continuous fire. Range: 4ØØØ feet (12ØØm); Payload: 24Ø rounds. 32 shells are fired per melee on a full melee burst, 16 in a long burst and 8 in a short burst.
Flamethrower: 5D1Ø SDC (not MD). Range: 2ØØ feet; Rate of Fire: Twice per melee (total 3Ø blasts). Note: Will ignite all combustible material; 4Ø% chance of igniting fuel tanks.
E) Hands: Modern Centaurs (what few there are) are, occasionally, equipped with hand units, allowing the pilot to manually manipulate objects (such as people). They can carry gun pods, but most are too heavy; Only the E-2Ø and GU-XX are light enough for the Centaur. Either way, the pod must be carried on the OUTSIDE of the tank during transit, as there isn't sufficient space underneath, and can not be used in this mode.
Features:
Combat Bonuses:
+2 to strike (plus Weapon Systems bonus)
+3 to dodge and roll with impact/explosion. Persons with Pilot Hovercraft and Pilot Tanks get an additional attack per melee when at either set of controls of a Centaur.
Note on the differences between the MCKINNEY Novel and the Malcontent uprisings comics: