British Conqueror Heavy Tank:

"The British are nuts! Fielding a giant tank is folly, everyone knows that powered armor and giant robots are the way to go. I`ll admit that that railgun is a nice asset, but still, a TANK?!
(whispers) No, if you want something with a powerful railgun, you should see the powered armor that we are working on, no, can`t tell you too much."

- General M. Lee, US Army to a German Colonel, 2060

"Which govn'uk decided that this was going to be a piece of cake?! Those British u'ebitsche tanks are slaughtering us!"

- Russian tanker, during a clash in Poland in 2071 (unconfirmed)

The Conqueror was the replacement for the Challenger III MBT, which had seen service in the Royal Army for nearly thirty years. The Challenger had been a logical continuation of the MKI and the MKII, but the technology used in the Challenger was dangerously outdated. When first deployed its 140 mm Electrothermal cannon and M.D.C. armor had been state of the art, but in the first years of the fifties it was decidedly underpowered, and finally a tender was put out for a new MBT, one capable of surviving on the increasingly hostile battlefield of the day.

As had happened before, the winner of the competition was Vickers Ordnance. Top MOD official claimed that the Conqueror was exactly what it needed, and that it should be the new tank for the army. But all was not well. Various other companies who had submitted designs started a lawsuit, claiming that the MOD had unjustly favored Vickers, and that the competition had been nothing more than a scam. Certainly some voices in the army, as opposed to the MOD, gave credit to this. It was whispered that the testers had been told to make sure the Conquerer would win the competition, but the dissenting voices were quickly silenced.
The case went to trial, and the judge found no wrongdoing on the part of the MOD, or Vickers. The Conqueror became the new tank for the army. But a few years (well after the Conqueror had been accepted by the army) later the case got a.... interesting ending, when the judge who had presided over the trial became a board member of Vickers Ordnance....

But despite all the furor surrounding the purchase of the Conqueror, the army had to admit that it had received a impressive piece of armor. A impressively BIG piece of armor, with a impressively BIG railgun for its main armament. In fact the 105 mm railgun would remain the most powerful vehicle mounted railgun in the world until the advent of the 88 mm gun on the German Tiger tank, more than a decade later. But such a powerful weapon had drawbacks too. It had a limited rate of fire, and was mounted directly into the glacis plate, giving it a limited field of fire. This effectively turned the Conqueror into a Tank Destroyer, a type of vehicle which had not seen active service for nearly a hundered years! But although this made the tank less flexible than it would have been if it had had a turret, there were some important advantages as well. The biggest one was the ability to carry a huge main gun. Another was that the armor could be better spread over the hull. In fact the frontal armor of the Conqueror was nearly two feet thick, and gave the tank a excellent protection.
The other armament was nothign to laugh at either. Mounted on top of the hull was a small turret holding a 30 mm chaingun. Both cannons also had a rapid-fire pulse laser mounted coaxially. In addition to this, there were two pentuple mini-missile launchers, each with a impressive amout of reloads.
Later on four smaller mini-missile launchers were mounted on the outside of the tank and, despite furious protests from infantry, a claymore self-defense system was also added.

Amongst the preventive measures onboard of the tank were active Infra-red laser jammers, which actively destroyed the seeker heads of IR guided missiles, and smoke generators which produced a particulate smoke that obscured vision and was difficult for laser designators to penetrate. Further electronics included IR sensors, Radar and a powerful battlefield management communications system.
More preventive measures included IR suppression and active cooling throughout the tank, with radiators located on the underside and behind of the tank, which made it more difficult to detect from all but the rear aspect.

For its time it was the most powerful tank in the world. But it was had some strong disadvantages as well. It was a HUGE tank, and had trouble with narrow streets and city environs in general, due to its lack of a turreted main gun. Because it was so big, it was also a prime target on the battlefield, and the Conqueror often drew a lot of fire. Equally serious was the fact that no bridge could carry it, meaning it had to ford every stream and river, and that it often chewed up streets with its weight as well. Mobility in the field also left something to be desired, and it was noticably slower than all of its contemporaries.

Even so, the Conqueror served until the coming of the Rifts witht only minor upgrades. There were also conqueror tanks onboard the LPDs of the ill fated flotilla which was nuked off the coast of Argentine.

Model Type: Vickers "Conqueror" HBT
Vehicle Type: Heavy Tank
Crew: Three (Driver, Gunner, and Commander).

M.D.C. by Location:

[1] Tractor Treads (2):170 each
[2] Mini Turret:200
105 mm Railgun:220
*LMG-60 Co-axial laser (2):50 each
* 30 mm Chain Gun:100
* Mini-Missile Launchers (2):70 each
* External Mini Missile Launchers (4):30 each
* Infra-red Laser Jammers (2):45 each
[3] Aft Radiators:200
Reinforced Crew Compartment:250
[4] Main Body:1,100

* All items marked with a asterisk are small and difficult to strike. They require a called shot, and are -3 to strike.
[1] Depleting the M.D.C. of a tread will immobilize the tank until it is replaced. Replacing a tread will take 1D6x10 minutes by a trained crew (2 replacements are carried on board) or three times as long by the inexperienced. Changing the tread is only advisable when the vehicle is not under attack.
[2 ]The turret is unmanned by the crew, and can be destroyed without otherwise damaging the vehicle. A new mini turret can be fitted relatively quickly.
[3] Destroying the radiators means that the tank loses its IR Stealth, but otherwise imposes no penalties. Due to their small size and difficult location, the radiators are -3 to strike, and ONLY on a called shot.
[4] If all the M.D.C. of the main body is depleted, the vehicle is completely shut down and is unsalvageable.
Special: Considering the tanks frontal armor is twice as thick as the rest of its armor, reduce all damage done to the frontal arc by 30%.

Ground: 62.3 mph (100 kph) maximum road speed; 35 mph (56 kph) maximum off-road speed. The vehicle is designed to traverse virtually all terrain and can climb at up to a 60% grade although at a much slower speed (About 10% of maximum road speed). It can also climb barriers and ford trenches. The vehicle can also handle side slopes of up to 30%.
Maximum Range: Unlimited (Nuclear Fusion power supply with 20 year duration)

Statistical Data:
Height: 11.5 feet (3.45 meters) to top of mini turret.
Width: 15.33 feet (4.6 meters)
Length: 45.57 feet (13.67 meters) with barrel; 33.23 feet (9.97 meters) for just the hull/main body of the tank.
Weight: 102 tons (92.5 metric tons) fully loaded
Power Source: Nuclear fusion reactor; Must be refueled every twenty years, otherwise effectively unlimited.
Cargo Capacity: Minimal, enough for equipment with crew.
Black Market Cost: 12,000,000 Credits was the production price originally; One of the remaining tanks would sell for up to triple that on the black market; Not available.

Weapon Systems:

  1. High-velocity 105 mm Railgun: Mounted in the glacis plate, the 105-mm railgun by Royal Ordnance was the most powerful vehicle mounted weapon of its time. It fired an APFSDS round of depleted uranium at hypersonic speeds, and was capable of knocking out any tank then in existence. It also fired several other rounds, such as HEAT, Fragmentation, and Plasma. It was fully gyrostabilised, and with the aid of laser sighting, laser range finding and the fire control computer, the gun has a +3 to strike. The cannon can angle from -10 degrees to +30 degrees up, and can swivel 10 degrees to the side in its mount.
    Maximum Effective Range: Direct fire range is 24,000 feet (7,200 meters) with the APFSDS round and 16,000 feet (4,800 meters) for all other rounds. With the help of the rangefinder, radar, and the computer, can fire all rounds indirectly to 44,000 feet (13,200 meters).
    Mega-Damage: (APFSDS):4D6x10+40 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration) Fragmentation: 4D6, blast radius of 50 feet. (HEAT): 3D4x10, blast radius of 12 ft.
    Rate of Fire: Three times per melee.
    Payload: 80 gun rounds; Usually 30 APFSDS, 20 Fragmentation, 20 HEAT, and 10 Plasma. All rounds are stored in an Autoloader, and the gunner can select between them at the flick of a switch. An extra Plasma round is usually carried ready to fire in the railgun, so that the tank can respond at once to any situation. Note that any possible mix of rounds can be carried, above is simply the recommended loadout. Reloading the autoloader can be done in ten minutes (fourty rounds) by an experienced crew, and double that by an inexperienced crew.
    Bonuses: +3 to strike at all times with cannon shells from the laser sight and fire control computer, including when on the move. For indirect long-range fire has a +3 to strike, but only when standing still.
  2. 30 mm Chain Gun: Mounted in the mini turret, this was the same weapon as mounted in the Valiant IFV. Although a old design, it used a mix of explosive and armor penetrating rounds to inflict heavy damage on targets The mini turret had a 360 degree rotation, and a maximum elevation of 60 degrees, allowing the weapon to be used against flying targets. Very accurate due to being controlled through the main fire control computer.
    Maximum Effective Range: 6,000 feet (1,830 meters).
    Mega Damage: A burst is 20 rounds and inflicts 2D6x10. A single round does 3D6 M.D.
    Rate of Fire: Equal to combined hand to hand attacks of gunner
    Payload: 1,200 round magazine for 60 bursts.
    Bonuses: Shares the same fire control computer that helps to aim all the tanks weapons. Has +3 to strike and the chain gun does not have minuses to fire when the tank is moving.
  3. LMG-60 Coaxial Automatic Pulse Lasers (2): Basically the Squad Automatic laser rifle mounted above the Railgun barrel and another in the mini turret next to the 30 mm chaingun. Both are linked directly to the Conqueror`s powerpack. The special cooling system allowed for extended bursts which, in combination with a unlimited payload, made up for the somewhat low range of this weapon. The Coaxial mounts could chew through almost any opponent given enough time, and the one in the mini turret was also useful for shooting down missiles.
    Maximum Effective Range: 2,000 feet (610 meters)
    Mega-Damage: 2D6 per single shot, 6D6 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting (See Machine Gun burst rules).
    Rate of Fire: Equal to combined hand to hand attacks of gunner
    Payload: Effectively unlimited.
    Bonuses: Share the same fire control computer that helps to aim the main cannon. Have +3 to strike and do not have minuses to fire when the tank is moving.
  4. Pentuple Mini-missile Launchers (2): Mounted on the upper aft of the hull, these weapons were meant to engage enemy vehicles and giant robots. Reloading of the launchers was automatic. Usually controlled by the tank commander, but the gunner and the driver can also take control. The warheads usually carried were Armor Piercing or Plasma.
    Maximum Effective Range: Varies with mini-missile type; Usually Armor Piercing are carried (See revised bomb and missile tables for details.)
    Mega Damage: Varies with mini-missile type; Usually AP are carried (See revised bomb and missile tables for details.)
    Rate of Fire: One, two, four, or five per launcher, per melee.
    Payload: 30 missiles each, for 60 total.
  5. Mini Missile Launchers (4): Two mounted on either side of thehull. These look suspiciously like smoke grenade launchers, but the canisters are really mini missiles. These missiles are supposed to be used to protect the Conqueror from enemy missiles,and as such fragmentation warheads are standard issue. Enterprising crews have been known to switch some or all of the fragmentation rounds for AP or Plasma rounds, giving the tank a considerably enhanced anti armor punch at the expense of defensive capability.
    Maximum Effective Range: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.)
    Mega Damage: Varies with missile types, mini missiles only (See revised bomb and missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), six (6), or twelve (12) missiles.
    Payload: each launcher carries 6 mini-missiles for a total of 24 Mini-missiles.
  6. Claymore Mines (22): This was the same controversial system which had been mounted on the Firefly. Seven mines are mounted on the sides of the tank, and four more on the front and the back. Normally computer controlled, they are a last-ditch weapon against enemy infantry. The crew can override the computer, and fire the mines (or not) when needed. Since the computer was easily confused by such mundane things as mud or dust on uniforms, the system was usually set to manual.
    Maximum Effective Range: a cone 50 feet (15 meters) long and 30 feet (9 meters) wide.
    Mega-Damage: 6D6 for targets 30 feet and further away, 1D4x10 for targets closer than that.
    Rate of Fire: Can activate one (1) mine at a time.
    Payload: 22.
    Special: Uses the onboard computer to identify friend or foe, and fire the mines. Computer has a skill of 65%.
  7. Infrared Laser Jammers (2): Mounted on the upper forward corners of the hull these are jamming devices designed to stop incoming missiles, though actually the lasers fire wide beams of IR light at incoming missiles. When an IR guided missile is hit by the lasers its seeker is blinded.
    Effect: Upon firing there is a 50% chance that any IR guided missiles are blinded, and miss the tank. Does 1D6 S.D.C. damage to anyone within the effective radius. Watch out for unprotected eyes!
    Rate of Fire: Twice every round.
    Maximum Effective Range: Around tank only; Rough distance of 200 ft (60 m) around tank.
    Payload: Effectively unlimited.
  8. Smoke generator (2): Mounted on the either side of the rear of the Conqueror these generators create dense clouds of particulate smoke.
    Effect: Creates a cloud of smoke 40 ft (12 m) in diameter
    Rate of Fire: Two per melee (continuous production)
    Maximum Effective Range: Around tank, when moving creates smoke curtain (max. 40 meters long, 5 meters wide and 4 meters high.)
    Payload: 14 clouds per generator.

Sensors and special features:
The Conqueror has all of the features common to powered armor and tanks except for the following:

Special Notes:

[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

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Writeup by Mischa (E-Mail Mischa )

Updated by Kitsune (E-Mail Kitsune).

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