Paladin Steel Storefront - Page 103 (2024)

ChaiChuk UET-03/CCMBT-03 ‘Unish’ Main Battle Tank

“Those old-style crawler tanks the ‘chuks use may look stodgy in comparison to the modern hovertanks and landcruisers we’re more used to, but don’t sell them short. They may be slow, but the ‘chuks were fighting fast-movers with them even before we made contact with them. True, they tended to trade them at a rate of three or more for one of the xenos, but the fact that they were able to take down ANY enemy units, let alone drive off xeno incursions, with something that looks like it came from between the old Global Wars on Earth, is pretty impressive. The ChaiChuk crews tend to fight their crawlers well and bravely. Give them decent weapons and sensors, and some smoother-working turret systems, and if they can mutually support each other, they can be a real threat on the battlefield.”

Designated the ‘CCMBT-03’ by Earthborn observers, the Unish is the main battle tank of the Umberiish Empire, but can be taken as representative of the MBT military vehicles prevalent on the ChaiChuk homeworld. The original tank was fairly sturdy, even by Megadamage-technology standards, and has been upgraded through trade contacts with Rifts Earth and other cultures. As ChaiChuk soldiers have begun appearing on other worlds, the type is likely to be encountered offworld as well.
In both size and general configuration, the CCMBT-03 reminds many Earthborn of the pre-Rifts Russian T-28 Medium Tank, a clunky and ineffective holdover from experiments in multiple-turret tanks. However, the CCMBT-03 is a much more refined vehicle, with a rounded main turret more reminescent of later Soviet MBTs, and better armor sloping for improved deflection. The treads are also wider, the suspension more refined, and the vehicle overall better performing. The original Unishes were powered by liquid-fueled gas turbines, but later model-variants have experimented with high-efficiency ionic batteries, fuel cells, and even imported micro-pack nuclear powerplants.
Whereas the T-28 suffered from the same problems as previous multi-turreted tanks in coordinating fire between the different weapons stations, the CCMBT-03 has had no such difficulties, as the group-oriented ChaiChuks are naturally better at working with each other. Their smaller stature also means that the CCMBT-03 is actually roomier for them.
The original Unishes were built using titanium armor(the metal being quite abundant on SerChai) and were quite resilient, especially in fighting the alien invaders that frequently raided the ChaiChuk homeworld. If the tanks could get to the incursion sites fast enough, they could prove a hard nut for the enemy to crack, giving them the difficult choice of either dealing with the inexorably advancing tanks, or face punishing tube and rocket artillery that the ChaiChuk militaries would be bringing up. The Unish thus became a natural first-pick of a natively-produced vehicle to be upgraded with technologies acquired from the Umberiish Empire’s new trade partners in Greater New England.
The Unish is being gradually replaced by faster and more modern vehicles(many of them foreign-made designs purchased or license-produced by the ChaiChuks), but the design is retained in many national guard and regional militia units, the Umberiish Empire selling or giving the upgraded model to other ChaiChuk nations. It can also be found offworld as part of the defensive garrisons of ChaiChuk lease-bases, peacekeeping forces, or relief operations. Examples and variants are occasionally sold or distributed offworld by Paladin Steel(hence its posting here).

Type: UET-03/CCMBT-03 Unish
Class: Main Battle Tank
Crew: 7
Note: The Unish is configured for beings with an average height of 3.5 ft(4 ft at tallest), so larger beings will find trying to operate the Unish painfully difficult(-15% to skill rolls) if not impossible, and even riding inside the tank grossly uncomfortable.
MDC/Armor by Location:
Main Body 500
Main Turret 250
Commander’s Cupola 80
Auxiliary Turrets(2) 100 each
Treads(2) 120 each
Height: 9 ft
Width: 10 ft
Length: 25 ft
Weight: 63,000 lbs
Cargo: Small space in the cabin for survival packs, sidearms, and a few small personal possessions
Powerplant: Liquid Fuel(350 mile range), Electric Fuel Cell(400 mile range), or Fusion-Nuclear(10 year energy life).
Speed: 33 MPH
(Fording) Can button up and drive along the water bottom at about 6 MPH. Maximum depth of 300 ft.
Market Cost: 1 million credits for liquid fuel models, 1.2 million for electric, 6 million for nuclear(or 2/2.2/12 million umberniti respectively on the ChaiChuk homeworld). It is RARELY available off the ChaiChuk homeworld.
Systems of Note:
Standard Robot Systems
Weapons Systems:
1) Turret-Mounted Main Gun---Originally, the Unish carried a howitzer, roughly equal to a 76mm gun, in the main turret. The ChaiChuks quickly replaced the weapon with a dual-purpose breech-loaded mortar system, but also added the ability to fire rocket-shells. This kept the 76-80mm weapon viable at a stage of technological development when Terran AFV designers were looking at 105mm and 150mm cannons as MBT main armaments. Infusions of offworld technology have only improved this system, but also other weapons, such energy weapons, have been made available as alternate fit-outs.
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
(Rocket Shell)
(Direct-fire) 8,000 ft
(Indirect Fire) 3.6 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Single shot, EGCHH.
Payload: 65 rounds carried

In the alternative, the Unish can be fitted with the following:
b) Laser Cannon
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 500 bursts battery, Unlimited nuclear

c) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits

d) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: 120 shot battery. Effectively Unlimited if attached to a nuclear powerplant.
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 100,000 credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.

e) Particle Beam Cannon------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, complete to pairing with a co-axial small laser
Weight: 660 lbs
Range: (PBC) 11,000 ft(double in space)
(Laser) 2,000 feet (double in space)
Damage: (PBC) 4d6x 10 MD single blast
(Laser) 4d6 MD single blast
Rate of Fire: (both) ECHH
Payload: (PBC) Conditionally unlimited(Unlimited linked to nuclear power source) though smaller vehicles(such as the ‘Vader) have a battery capacitor with a limited number of shots(20 typically) with a recharge rate of one blast per minute.
(Laser) Effectively Unlimited

2) Auxiliary Turret Weapons(2)---The Unish mounts two small turrets in the front, with 270-degree arc of fire , allowing them to cover their respective sides. These turrets are typically used to deal with enemy infantry. The original configuration called for heavy machine guns, but refitted Unishes can mount a variety of other weapons as well.
a) Light Machine Gun---PS introduced its ChaiChuk allies to the M44/FN-MAG, which was quickly license-copied and adopted widely.
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 1,000 rd box magazine

b)Heavy Machine Gun
Range: 3,000 ft
Damage: (SDC) 7d6 SDC single shot
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Burst fire only
Payload: 600 rd box magazine

c) Light Rail Gun
Range:2,600 ft
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire:Single shot or 5 rd burst
Payload: 1,000 rd drum

d) 25mm Grenade Launcher
Range: 3,300 ft
Damage: (SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)

(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius

(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius

(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius

HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object

(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown

(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius

Other ammunition types, including incendiary and plasma rounds, are also being developed.

Rate of Fire: Single shot or 5-shot burst
Payload: 500 rds

e) 30mm Grenade Launcher
Range: 5,000 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)

(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 300 rds.

f) 40mm Grenade Launcher
Range:7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 250 rds

g) Flame Thrower
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire: (Direct-Stream Mode) Standard
Payload: (Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).

h) Razor-Frizzer--Adapted from the Russian cyborg weapon; it throws high speed razor-edged discus blades.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 500 rd drum per weapon
Cost: 80,000 credits

i)Pulse Laser
Range:4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 30,000 credits

j) Ion Pulser
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.

*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits

*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits

*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.

*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits

*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits

k)Plasma Projector---Modified ‘Genta’ plasma rifle
Range: 1,300 ft
Damage: 5d6 MD per shot
Rate of Fire: ECHH
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 10 shots standard e-clip, 18 shots long e-clip.
Cost: 18,000 Credits
Options:
*’Blow-Torch’ Mode---Not as refined or powerful as the ‘scattershot’ modification available to other PS plasma weapons, this add-on to the muzzle disperses the plasma somewhat to produce a fan-shaped ‘blowtorch’ that does less damage, but to a wider area. Does 4d6 MD to a 3 ft wide area, range drops to 500 ft. Cost: 3,000 credits

*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike if not properly braced).
Cost: HotShot modding on the Genta costs +8,000 credits, and a recharged cylinder of refined d-gas costs 500 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.

3) Cupola-Mount Weapon(1)---The Unish mounts a cupola-mount light weapon, typically a machine gun, articulated for high-angle air defense, but also covering the rear arc of the tank. Like the other weapons on the Unish, the cupola weapon is modular and can be swapped out for a variety of other types, such as automatic grenade launchers and energy rifles. It can be manually operated or fired via remote control from inside the tank cupola.

Options:
*Smoke/Grenade Launcher Clusters--- These mini-multi-tube grenade/smoke launcher clusters can be added to the turret. Up to 4 can be added.
Range: 1,200 ft
Damage: Varies by Grenade Type
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 30mm grenades or smoke shells. Northern Gun-style chaff clusters can also be used.
Cost: 2,000 credits per launcher

*External Antipersonnel Flechette Packs----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of a series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel flechettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank(sides, front, back) has 6 fletchette packs each(24 total), the turret has 4 each side, three on top(11 total)
Cost: 300 credits per charge.

*Additional Armor. Applique MDC armor can be added:
Light: +80 MDC main body. Cost: 160,000 credits
Medium:+150 MDC main body. Cost: 280,000 credits
Heavy: +200 MDC main body. Cost: 360,000 credits

*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
Cost: 1 million credits

*Chemically Inert Body Armor---Covers the tank in the same jet-black, chemically-inert material as used by the Toxic Avenger Hazmat Cyborg. This material is slicker than Teflon, and resists chemical corrosion as well as adhesives. Paint, glue, and other chemicals simply refuse to stick to this stuff, and corrsoive chemicals just slide off, doing NO damage.
Cost: 1 million credits

*Advanced Radiation Shielding---The vehicle can be heavily insulated against radiation, such as fallout and neutron weapons.
Cost: 1 million credits

* Flail Mounting---Inspired by the old WWII Scorpion “Flail Tanks”, this option mounts a long roller-supported assembly on the front of the tank, with a rapidly rotating drum on the end, to which are attached dozens of lengths of high-strength chain. The theory goes that by advancing behind the flailing chains, the tank can safely detonate mines at a standoff distance, triggering them prematurely with the ground-hammering chains. In practice, though, this worked only against the simplest of mines, and the device was easily defeated by time delay fuzes, greater blast radius explosives, and ‘smart’ mines like the Wellington SAW, which could attack targets from the side and from a distance. Most of the flail packages sold by PS ended up being used to clear brush or in riot control. It had some some success against infantry, but as the tank is made rather slow and cumbersome by pushing the flail assembly, it’s easily avoided.
MDC of Assembly:80
Size: The flail assemby adds ten feet to the length of the tank
Range: 8 ft range
Damage: 1d6 MD per chain strike(Roll 1d6 to determine number of chains hitting)
Penalties: Reduce speed of tank by 20%, and -10% to Pilot Tank skill
Cost: 20,000 credits

*Mine Rollers/Plows---Mine rollers and plows are simply heavily reinforced(100-200 MDC) modifications of road and farm equipment designed to be pushed ahead of the vehicle into a suspected minefield. Rollers detonate pressure-contact mines by their greater ground pressure, ideally before the vehicle itself passes over them. Plows work to unearth explosives and push them to the side where they explode with less effectiveness, or else can be more easily detonated by other means. A Mine Roller or Plow assembly typically costs 10,000-30,000 credits, and reduces the vehicle’s speed by 25%

*Hedgerow Cutters---Because tanks frequently have problems getting through undergowth, the bow plate can be fitted with an array of sharp-tined plowshare-like blades, with several vibroblades mounted among them. It also makes the tank look fierce as hell.
Damage: 4d6 MD
Cost: 30,000 credits

*Bulldozer Blade---A bulldozer blade can be mounted on the front, with enough hydraulics to raise and lower the blade. Dozer blade has 80 MDC.
Cost: 15,000 credits

*Grousers---Grousers are simply track extensions that widen the treads(by 2-3x) and allow the treadlayer to reduce its ground pressure and better traverse soft surfaces such as mud and snow, and reduce penalties for travelling over such surfaces by HALF. Cost: 8,000 credits per set of treads.

Variants:
*CCAPC-03----This is the basic Unish, with the main turret removed, and a troop compartment(with space for 8 ChaiChuk soldiers) in its place. The major complaint about the CCAPC-03 is the lack of a proper ground-level troop embarkment ramp or hatch; troops must either squeeze out a small access way past the remounted engine in the rear, or scramble through hull-top hatches and over the treads.

*CCACC-03----Armored Command Carrier variant; strips out the main gun to make room in the main turret for a command/communications desk. The CCACC mounts extra communications gear and countermeasures equipment.

*CCUV-03---This is simply the chassis of the Unish, stripped of its upper works and armament, and used as the basis of a variety of different vehicles, including artillery tractors, combat engineering vehicles, and general movers. This is the variant most likely to be found for sale off-world, at 50% the price of an armed version.

*CCMBT-03PS---A Paladin Steel-modified version of the Unish, produced after former Iron Heart Armaments ex-patriates consulted with ChaiChuk engineers. The variant most prominently features lower hull missile launchers patterned on (if not taken directly from) the old IHA Iron Fist and Iron Maiden AFVs(50 MDC each and holding 24 mini-missiles or 5 medium range missiles in each).
The CCMBT-03PS can also mount PSAKM-80 dual autoshotgun/lasers in the auxiliary turrets.

Paladin Steel Storefront - Page 103 (2024)
Top Articles
Latest Posts
Article information

Author: Jerrold Considine

Last Updated:

Views: 6235

Rating: 4.8 / 5 (58 voted)

Reviews: 89% of readers found this page helpful

Author information

Name: Jerrold Considine

Birthday: 1993-11-03

Address: Suite 447 3463 Marybelle Circles, New Marlin, AL 20765

Phone: +5816749283868

Job: Sales Executive

Hobby: Air sports, Sand art, Electronics, LARPing, Baseball, Book restoration, Puzzles

Introduction: My name is Jerrold Considine, I am a combative, cheerful, encouraging, happy, enthusiastic, funny, kind person who loves writing and wants to share my knowledge and understanding with you.