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had been a logical continuation of the MKI and the MKII, but the technology used in the Challenger was dangerously outdated.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 |
Notes:
* 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%.
Speed:
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:
- 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. - 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. - 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. - 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. - 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. - 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%. - 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. - 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:
- Combat Computer/ Targeting Computer: Assists in the tracking of targets, and gives firing solutions.
- Radar: range of 50 miles, can identify 96 targets and track 48 as low as 500 ft.
- Fully stabilized gun sight: A computer aided gunsight with up to x100 magnification and integral laser rangefinder (see below). +3 to strike in direct fire under all conditions, and +3 to strike in indirect fire when standing still.
- Laser Targeting/Rangefinder System 15 miles (24.1 km).
- Full Life Support: Protects pilot and tank from heat and radiation and gives a breathable atmosphere inside the tank.
- Radio/ Video Communications: Long range, directional, has a range of 500 miles with short range directional radio of 10 miles.
- Datalink transmitters: A powerful battlefield management communications system. Allows the tank to use targeting data from scout vehicles for firing the Anti-Tank missiles or Sabot rounds, and to provide targeting data to other vehicles. Bonus varies on the quality of the data being provided, but all data would allow the tank to fire over obstacles if the scout vehicle is in the right position. The normal effective battlefield range is 10 miles (16 km).
- Thermo-Imager: range of 2.6 miles (4.2 km). Finds the infra-red radiations of things that are warm (as in above ambient temperature). Also enables driver to see in smoke, shadows and darkness.
- Two Periscopes: Have up to x100 magnification for commander and driver to view out of while maneuvering the vehicle.
- Nightvision Optics: Range: 3,000 ft (909 m). Uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled by sudden bright lights but does not physically blind the pilot. Note that the system will NOT be blinded by the flashes of the vehicles own weapons, as these are automatically filtered out.
Special Notes:
- The Conqueror is equipped with a experimental cooling system, which radiates a significant portion of the tanks produced heat towards the ground. This means that the tank is difficult to pick up on passive infra red scanners: -15% on sensor rolls.
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Updated by Kitsune (E-Mail Kitsune).
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