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Clariont Ensign.
United Galaxies Council.
M-221 Grant Hovertank.
Clariont Ensign.
United Galaxies Council.
The UGC's M-221 Grant Hovertank was developed about 150 years after the end of the Atorian War from the American M-1 Abrams Main Battle Tank and the vehicle mode VHT. The hull used was that of the M-1, as was the turret;
AN M-221 GRANT.
An M-221 Grant Hovertank (multiple views).
All other components were directly from the VHT with the exception of the hover system, which are T'sentraedi grav pod tech. The First iteration of this tank was in fact American Abrams that had been "acquired" by the Robotech Expeditionary Forces during and after the Third Robotech War (Second Invid War) and upgraded with better weapons, powerplants, and gravpods, then pressed into frontline service during the REF's Reconstruction era. When the Atorians War broke out, these tanks were pressed into service, only to discover they outmatched even the Atorian's much vaunted Battle Towers. Routine upgrades since then have kept them in service.
The combination of technologies found in the M-221 have been the savior of it; Advances in technology can be matched with the tank's hull quickly, with only the simplest of tools and least effort; When dEE-htt-21 Ferrous Standardized armor was outclassed by Rendish 2/11 SLR (stealthed laser resistant) armor, replacing the armor was as simple as grinding off the old armor and welding new armor in.
The use of grav pods has an advantage that neither Destroids nor infantry can have; The fact that the tanks do NOT touch the ground, they have no effective weight; Many land mines simply can't detect the tank to detonate, and those that can are radar-based. The use of radar absorbent material makes these mines effectively useless. Newer grav-wave detecting mines have been overcome (at least in part) by Appropriation 43 (the 2482 SLEP).
The M-221 is a HIGHLY capable tank, and is scheduled to remain in the UGC's inventory as a screening force to Destroids and fire-support force for infantry for a great deal of time to come In point of fact, there are plans by the UGC to develop a second generation of M-221, already dubbed the "-221a," that will incorporate more capabilities and an anti-tank variant (using the L-22 or -35 rail launcher, as well as mounting rail launchers in place of all the other weapons). All this, despite already progressing plans to replace the rest of the armored corps platforms in favor of a unified model.
Those vehicles equipped with Badger engineer's plow (a really big wedge used for road-building and mine-clearing) can punch through compacted rock berms up to 6 and a half feet thick (dirt berms up to 20 feet) in a single go, and with repeated strike up to 100 feet thick (250 for dirt berms). One crew dug their way through a 500 foot concrete wall by simply shoving their way through (though in reality they were sloping the tank upwards, building a ramp to escape).
Tanks crews operate differently from most military crews; A soldier is assigned to the tank upon completion of tank crew school, where they learn the basics of each position. Initial assignment is as the driver (the most protected position on the tank). Upon completion of qualification as driver, they are promoted to gunner/loader. This is the do all guy; If the driver is killed, he takes over there while the commander (sergeant or above) takes over as gunner. If the commander is killed, they take over command of the tank itself.
The next step is commander; Once a soldier has been a tanker for a while, they eventually take over command of the tank. This is often the most exposed position, as the commander must occasionally stick their head out the copula to look around; The periscope limits field of view too much for some work.
NOTE: RDF and earlier tanks where not designed with power armors in mind; REF tanks were also not designed to accommodate power armor (although armored personnel carriers were). The Grant MBT, on the other hand, was brainstormed (a very early development stage, before a single schematic drawing is pulled up) with VR-052 power armors in mind; A minor upgrade allowed the bigger, beefier Micronian MkII Power Armor to be included.
Name: Grant Main Battle Tank
Model Type: Main Battle Tank
Class: Military Hover Tank.
Crew: 3; Pilot/commander/Gunner, Gunner/Pilot/Commander, and Commander/Gunner/Pilot. (The second and Third titles are their secondary job, the First title their primary job.)
Passengers: Can hold 2 passengers internally (if a little cramped), or up to 20 (or more) externally (riding on the hull).
MDC By Location:
Tank Hull-
Crew Compartment-
Grav Pods (16; 8 each side)-
Rear Jet Thrusters (2)-
Turret-
300
200
150 each
150 each
150
FGU-20 Auto Cannon-
25MM Auto Cannon-
32MM Auto Cannon-
MM-60-
SRM Launchers (2)-
150
100
50
10 SDC
200 each
Notes: Usual penalties apply.
Speed and Statistical Data:
Speed: 100 MPH max.
NOTE: Due to the use of gravity pods, there is NO physical terrain that they can't traverse sort of hills over 15 feet high and 50 degrees; Even then, they can cover it with a running start, but this is the upper end of their limits.
NOTE: High surface-water worlds (such as Terra) are known to fit out their hovertanks with out-board engines, giving some effectiveness on the water; Speed: 10 knots Range: 200 miles. The grav pods WILL work over water.
Hovering Height: From 2 to 15 feet:
WARNING: Higher flight causes a 02% loss of piloting control per foot (-30% at maximum 15 foot hover height).
Maximum Range: 3,000 miles (483 km)
Height: 9 feet, 6 inches (2.9 meters)
Width: 10 feet 6 inches (3.2 meters).

Length:
Hull: 26 feet (7.9 meters)
Gun Forward: 32 feet, 1.5 inches (9.8 meters).
Weight: 60 tons (57.2 metric tons)
Power System: HRTY-44.8A Hydrogen Fuel Cell engines; Output: 62,000 Kwh
Hover System: Normal grav pods.
Cargo Capacity: Crew supplies only; About 1 ton of various cargos are known to be tied onto the hull, but this is not the true purpose of the tank. Also, such cargo is subject to any environmental factors (including chemical, biological, and nuclear/Reflex weapons).
Cost and Availability: Each tank costs 500,000credit.
Availability: Always available.
Black Market Cost: 150,000credit. If fitted, any extra weapons systems will add to the cost of the tank.
Weapon Systems:
1. FGU-20 Auto Cannon: The FGU-20 Auto Cannon is very similar to the Type 966 PFG mechanically, but that is where similarities end; The FGU-20 is a single barreled, 52MM, auto cannon developed specifically for the M-221. The rate of fire and effective damage is the same, but the range is an incredible 32 THOUSAND feet (almost 5 and a half miles), are explosive, and are made of depleted uranium (despite environmentalist protests). The turret rotates 360 degrees and the gun can elevate 75 degrees, or declinate 47 degrees. Operated by the gunnerfor about 200 gallons.
MD: Short Burst: 4D6; Medium Burst: 1D4 times 10; Full Melee Burst: 2D4 times 10
Blast Radius: 40 feet
Range: 32,000 feet; Utilizing stratospheric gravimetrics, this can be multiplied TEN TIMES, but is -1 strike every other multiple (-5 at maximized range).
Rate of Fire: Short/Medium Bursts: Per gunner's attacks per melee. Full Melee Burst: Once per melee, and no other weapons can be used (unless slaved to the FGU-20, like the 25MM auto cannon).
Payload: 40,000 rounds.

2. 25MM: This weapon is set co-axial to the FGU-20 Auto Cannon, and can be slaved (set to fire) with the main gun. Uses depleted uranium rounds (which spall and hyper-incinerate on impact).
MD: Short Burst: 1D6; Medium Burst: 2D6; Full Melee Burst: 4D6
Blast Radius: 1.5 feet
Range: 3,200 feet; Utilizing stratospheric gravimetrics, this can be multiplied TEN TIMES, but is -1 strike every other multiple (-5 at maximized range).
Rate of Fire: Per gunner.
Payload: 40 rounds.

3. SRM Launchers (2): Triangular wing-like appendages on either side of the main body comprise the SRM launchers. They can rotate 360ยบ, but can not swivel away from the hull- The whole tank must be turned to turn the SRM launchers. This is the only weapons system controlled EXCLUSIVELY by the tank pilot.
Primary Purpose: Defense/Anti-Aircraft
Secondary Purpose: Offense/Anti-Armor
Damage and Range: Varies by type used.
Rate Of Fire: Volleys of 1, 2, 3, 4, 6, 12, 18, or all 24 per launcher per pilots attacks per melee.
Payload: 24 per launcher (96 total). Takes 10 minutes to fully reload per launcher (extra SRM's can be carried inside).



4. 32MM Auto Cannon: This copula mounted wepon is meant as an anti-personnel weapon for the commander. NOTE: This weapon is remotely controlled. Uses an explosive shell.
MD: Short Burst: 2D6; Medium Burst: 4D6; Full Melee Burst: 2D4 times 10
Blast Radius: 4 feet
Range: 3,200 feet; Utilizing stratospheric gravimetrics, this can be multiplied TEN TIMES, but is -1 strike every other multiple (-5 at maximized range).
Rate of Fire: Per commander's attacks per melee.
Payload: 200 rounds per canister; Up to 4 canisters can be carried, but reloading requires the commander to climb out the copula, pull the box out, clear the empty canister, load up the gun, and cycle the gun TWICE; Takes one full melee, and removes the tanks vacuum seal and NBC protection for ten minutes.

5. M-240: This copula mounted weapon is intended for infantry harassment, effect, and most importantly, for corralling POW's stripped of body armor and weapons. NOTE: This is an SD weapon, not an MD weapon. Also, it is NOT remotely operated, so the commander or the gunner must climb out the copula to operate or re-load the weapon, pull the box out, clear the empty canister, load up the gun, and cycle the gun TWICE; Takes one full melee, and removes the tanks vacuum seal and NBC protection for ten minutes. The weapon is set up with a butterfly trigger grip while mounted, but a standard stock and pistol grip kit is kept on the tank in case it must be abandoned.
Damage: 5D6 times 10 per 10-round burst (only fires bursts).
Range: 3,000 feet; Utilizing stratospheric gravimetrics, this can be multiplied TEN TIMES, but is -1 strike every other multiple (-5 at maximized range).
Rate of Fire:
Payload: 400 rounds per canister; Up to 6 canisters can be carried, but reloading requires the commander to climb out the copula, pull the box out, clear the empty canister, load up the gun, and cycle the gun TWICE; Takes one full melee, and removes the tanks vacuum seal and NBC protection for ten minutes.
M-240D (BUTTERFLY GRIPS) AND M-240B (STOCK AND PISTOL GRIP).

M-240D (butterfly) and M-240B (stock and pistol grip).
Features:
  • Stealth: Limits the tank's radar cross-section, infrared signature, acoustic signature, and other radiation by about 50%. This is increased to 65% when using camouflage nets and other gear.
  • Hearing Amplification: Can amplify sounds as quiet as 1 decibel at 1,000 feet, and in the ultra- and sub-sonic ranges. Unidirectional.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the user wants directly in front of the them.
  • Visor Display: An auxiliary HUD displaying directly to the helmet visor. Based on the Cyclone version (since Tankers are required to wear their CVR-3 anyways).
  • Activities Recorder: Essentially the same as a plane's black boxes, this system records from sensors and the cockpit itself. 500 hours of recording available.
  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • GPS: Standard tracking device.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • CBR Protection: Complete chemical, biohazard, and radiological protection. Uses overpressure combined with space closure.
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • Variable Tint Viewports: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Oxygen Rebreather System: Extends internal air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, Sleeping bag, Black light, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), Plasma torch (for small repairs and starting fires), Repair kit (with MDC Repair Spray), Sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 2 white parachute flares (1,500 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 weeks rations, 20 gallons water, Water purification kit (good for about 200 gallons).
  • Fire resistance: Fires external to the tank are not felt at all, even if the crew wants to.
  • Grav Clamps: Actually reversing the polarity of the grav pods; Allow the tank to adhere to any SOLID (and some liquids) in the known universe.
  • Decoys: Specially modified Mini-Missiles used as decoys; Burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the Mecha. NOTE: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP's, they aren't powerful enough for use with Destroids/Guardians/Etc. Reduce effect by 20% against smart missiles (add +20% to rolls for smart missiles).
    Effect:
    01-50: Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
    51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
    76-00: No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half. Also, a cloud of smoke approximately 25 cubic feet wide and high by about 1 half-mile long.
    Duration: 1D4 melee rounds.
    Rate of Fire: Once per melee.
    Payload: 6 chaff/flares.
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (ie "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2 cubic feet helium balloon lofts a 10 lb. pod 100 feet into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the tanks computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either.
    MDC By Location:
    Pod: 50
    Fiber Optic Cable: 10
    Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).
  • CS/A-013(a) Communications Satellite: The M-221 Grant Hovertank can be fitted out with 1 of these satellites for extended communications and radar range.
    MDC By Location:
    Pod: 50
    Fiber Optic Cable: 10
    Effect: Extends range of any sensors 10 times.
  • Amplified Hearing: Can amplify sounds as quiet as 1 decibel at 1,000 feet, and in the ultra- and sub-sonic ranges. Recognizes 5 million different sounds.
  • Standard Infantry Grip Points: Allows hands-free adhering to the outside of the tank's hull. Allows hands-free adhering to the outside of the tank's hull. Generally, there are about 10 grip points per tank, even though only a five-man teem is assigned to a tank. Hand grips are also attached, though not required to be used. See HERE for more information.

    Combat Bonuses from M-221 Grant Main Battle Tank Combat Elite:
  • 3 additional attacks per melee.
  • One additional attack per melee at levels 3, 6, 9, and 12 with any additional bonuses for the pilot and crew.
  • +3 Initiative.
  • +3 Strike.
  • +4 Parry, Dodge, and Roll.
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