[1] Rear Missile Launcher(1) - 120
[1] Missile Launchers(2) - 150
[1] Tri-barrels(3) - 150
[1] Laser Pulse Weapons(3) - 200
[1] Railgun (2) - 200
[1] Sensor Domes(5) - 110
[1] VTOL Thrusters(8) - 110
[1] Retractable Landing Gear(7) - 90
Rear Jets(3) - 280
Weapon Pods(2) - 850
Wings (2) - 650
Reinforced Crew Compartment - 200
[2] Main Body - 1200
Notes
1. Each of these items is small and/or difficult to strike. Any attacks must be called shots and are -3 to strike.
2. Depleting the MDC of the main body completely destroys the craft.
Speed
Flying: Hover stationary to a maximum speed of Mach 2.5 (roughly
1675 mph/2680 kph).
Flying Range: Effectively unlimited with occasional rest/engine
cooling stops. The craft will need to rest for 2 hours after traveling
at over 50% engine output for more than 20 hours.
Maximum Altitude: 50,000 feet (15,240 m)
Statistical Data
Height: 38 feet (11.5 m) tall
Width: 110 feet (33.3 m)
Length: 120 feet (36.4 m)
Pod Dimensions: Height: 22 feet (6.7 m), Width: 22 feet (6.7 m),
Length: 79 feet (23.9 m)
Weight: 115 tons fully loaded.
Cargo: Normal troop complement and a storage locker that holds 8
suits of armor, 12 Assault Rifles, 12 LALWs, 6 Plasma Rifles, 6 Mini-missile
Launchers, and 30 assorted grenades.
Color: Typically light grey, dark grey, dark blue, military green,
camouflage, or Midnight Black.
Power System: Nuclear, average energy life is 20+ years.
Cost: Unavailable. Dreadnoughts are used exclusively by the Gabriel
Defense Force and Gabriel City's authorized mercenary company. The Dreadnought
has never been exported, and plans are only now being considered for it
to be exported.
Special Systems
Range: 6000 feet (1800 m)
Damage: 1D6x10 MD (single) or 2D6x10 (double)
Rate of Fire: Single or linked
Payload: Unlimited
Note: +2 to strike
The tri-barrel system was originally designed as an anti-infantry defense. However, after testing it was found that it was also effective in an anti-armor role. The bottom turrets are generally used to clear out any enemy concentrations on the ground while supporting landing operations or assaults. While on the ground the firing arc is severely limited from the danger of hitting friendlies or the craft itself. The top and wing turrets are used to provide longer ranged support while on the ground and to discourage attacks from above and to the sides while both in the air and on the ground.
Barrel 1: Plasma cannon
Range: 2000 feet (606 m)
Damage: 1D6x10 MD (single)
Rate of Fire: Single or linked
Payload: UnlimitedBarrel 2: Modified Laser Pulse Weapon
Range: 3000 feet (910 m)
Damage: 1D6x10 MD (single)
Rate of Fire: Single or linked
Payload: UnlimitedBarrel 3: Automatic Grenade Launcher
Range: 3000 feet (910 m)
Damage: 1D4x10 MD (single) or 3D6x10 (burst)
Rate of Fire: Single/Burst (10 rounds) or linked
Payload: 2000 rounds each
Laser Pulse Weapon:
Range: 6000 feet (1800 m)
Damage: 1D6x10 MD (single)
Rate of Fire: Single or linked
Payload: Unlimited
Note: +2 to strikeVulcan Laser System:
Range: 4000 feet (1212 m)
Damage: 3D4x10 MD (burst)
Rate of Fire: Burst or linked
Payload: Unlimited
The rest of the pod space is dedicated exclusively to increased armament. Along the center-line of each pod is mounted a massive railgun. This type of cannon is normally restricted to large battle tanks because of it's size. The weapon requires so much energy that it takes several seconds for the capacitors to recharge between firings. Luckily, this also allows the rails to cool down, considerably reducing the chance of the rails melting. When fired, the weapon creates such recoil that the pilot must make a successful piloting roll or risk momentarily being knocked out of alignment with the target. (GM: if the player fails the roll, it will take one action to bring the craft back to the previous bearing.) Also, the railguns should always be fired as a pair. To do otherwise creates incredible torque and strain on the airframe and risks losing control of the craft. (GM: the player should make a piloting roll at -15% each time a railgun is fired singly. Failure means that control of the craft has been lost.)
Around the central railgun are mounted several types of missiles and a bomb bay. The Dreadnought carries short-, medium-, and long-ranged missiles. The bomb bay can house a variety of bombs, but almost all bombs will be smart bombs. Alternatively, the bomb bay can be used to house cargo (7 ft high, 12 ft wide, 20 ft long).
- Range: (Use new missile/bomb tables)
- Short Range Missiles: Varies with type.
Medium Range Missiles: Varies with type.
Long Range Missiles: Varies with type.
Bombs: About half a mile (0.8 km) from the drop site.
Railgun: 2.5 miles (4000 m)
- Damage: (Use new missile/bomb tables)
- Short Range Missiles: Varies with type.
Medium Range Missiles: Varies with type.
Long Range Missiles: Varies with type.
Bombs: Varies with type.
Railgun: 4D4x10+80 (single), 5D6x10+120 (linked)
- Rate of Fire:
- Short Range Missiles: 2, 4, 8, 16, 30
Medium Range Missiles: 1, 2, 4, 6, 10
Long Range Missiles: 1, 2, 4, 8, 16
Bombs: 1, 2, 4, 8, 10, 20, 40
Railgun: Once every three actions due to the recharge and cooling period.
- Payload:
- Short Range Missiles: 30 per pod, 60 total.
Medium Range Missiles: 14 per pod, 28 total.
Long Range Missiles: 8 per pod, 16 total.
Bombs: 20 per pod, 40 total. Or cargo.
Railgun: 40 rounds per cannon, 80 total.
- Note:
- Bombs: Striking depends on bomb type. Use new missile/bomb tables.
Railgun: The railgun is by no means a precision weapon, therefore it is -14 to strike other airborne targets. It is -6 to strike normally moving targets on the ground. The weapon is designed to take out fixed or very slow moving ground targets.
Range: Varies with type (Use new missile/bomb tables).
Damage: Varies with type (Use new missile/bomb tables).
Rate of Fire: 1,2,3,4
Payload: 4, 2 per wing
Range: Varies with type (Use new missile/bomb tables).
Damage: Varies with type (Use new missile/bomb tables).
Rate of Fire: 1,2,3,4
Payload: 4 Armor Piercing short range missiles
Effects: roll percentile dice to determine results.
Percentile Roll Effect 01-50
Enemy missile or missile volley detonates due to the chaff or flare - the threat is over. 51-75
Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft). 76-00
No effect! Missiles still on target!! Payload: 20 chaff, 40 flares
[ TRIAX(TM), and SAMAS(TM) are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
Designed by Chris Curtis (curtis@thepentagon.com) and Brian Melcher (melcher@iname.com).
Original artwork generously done by Ron Nutter.