PREVIOUSGROUND EQUIPMENTNEXT
Clariont Ensign.
United Galaxies Council.
M-406 Turaladri'e AIFV.
Clariont Ensign.
United Galaxies Council.
Trati Brek Kemma TURALADRI'E was a T'sentraedi leader of INCREDIBLE renown; Having survived an Invid attack as a Gulag Officer Battle Pod pilot, he was assigned to Nous-Grand'iel Kuarre Komma
M-406 TURALADRI'E AIFV.
REF M-406 Turaladri'e AIFV.
(Commander of the T'sentraedi Special Forces); While deployed to Praxis, he survived an uprising, but was horribly injured. Sent to a personnel ship where he was expected to die (while mildly anesthetized), he not only survived, but learned to walk again and fashioned a crude artificial hand, with which he was able to do everything he had before (he had lost BOTH legs and an arm); Dentalla (friend) to Trati Brek Kemma BREETIA, they both defected to the Terran side at different points. Trati Brek Kemma BREETIA was sent in the First wave; Trati Brek Kemma TURALADRI'E arrived with Trati Brek Kemma DOLZA to whom he had been Quorayin (bodyguard), and fought the Humans as best he could under the onslaught of the combined Terran/T'sentraedi, augmented with Minmay's song. Trati Brek Kemma TURALADRI'E continued to fight Humans for a time, but then defected to the RDF when he realized his entire command (still Grand'iel Kuarre, augmented with a normal Quodrono Squadron and 3 Botoru Battalions) would NEVER survive; He called a formation of all his men (and a few females who'd linked up with them), and told them their options; Continuing the fight as is, dying to prove their loyalties; Kara-Brek, taking on each other and committing suicide, but still proving their loyalties; Or Defection, joining the Humans and casting their lot as best they could. All but one of his followers joined him; The holdout asked for kara-brek against Trati Brek Kemma TURALADRI'E himself, which the Commander granted, and won. Trati Brek Kemma TURALADRI'E proved himself a HIGHLY capable Warrior AND Commander, and eventually achieved the rank of Brigadier General in the REF, and Domillan (advisor) to Trati Brek Kemma KAZZIANNA. It is in honor of this great leader that the M-406 is named.
The M-406 is technically an Armored Infantry Fighting Vehicle; Though it CAN be completely sealed, it's meant to be opened up for the troops inside to use their own weapons to add to the fight. Also, it's easier to deploy this way, as the vehicle is already opened up. Like the Terran American M-2 that the hull was based on, the M-406 Turaladri'e AIFV is designed for reconnaissance and to transport a squad of infantry; Highly maneuverable and fast, the Turaladri'e carries 8 power armored soldiers in addition to her nominal crew of 2 (sometimes 3).
Design
The Turaladri'e was based on the hull frame of the Terran M-2 Bradley AIFV, with the hull stretched out
Armament
The Turaladri'e is strangely lightly armed for a "front line" armored vehicle; The main gun is a 32MM Auto Cannon, with a coaxial 25MM Auto Cannon in the turret and an ancient M-240 rounding out the main turret weapons; 04 MRM's are carried in a launcher on the side of the turret, and a pair of SRM launchers on "side saddle" mounting round out the armaments. There is no current plan to convert these to rail launchers, even though by almost every measure they are antiquated in a mounted platform. This is partially due to the cost of converting all the vehicles (essentially prohibitive) and partially due to plans to retire the Turaladri'e in the somewhat near future. Additionally, the current load is considered by the infantrymen that depend upon the Turaladri'e and the tankers that use them to be more than sufficient for their support, making the urgency to replace the weapons essentially non-existent.
Countermeasures
The Turaladri'e is built to limit their detectable signature; While not "truly" stealthed in the strictest sense, they can sit on open plains relatively unseen until they begin moving in earnest (high speeds kick up dust which is easy to detect), or if the observer knows generally where to look, or when they get within 1/2 mile. A full company once sat in the middle of the Iraqi desert unnoticed for a month awaiting orders.
A standard electronics countermeasures package makes a solid lock on by enemy weapons very difficult, "spoofing" the system to think the tank is as much as 8' over. Most precisely, it "blurs" the tank's profile, like trying to see through a fog, and thus making it look much larger than it really is. This doesn't work on all systems, of course, but on many it does. Standard magnesium/aluminum alloy decoys increase this capability, up to completely hiding the tank by creating a larger and closer target (much like blinding some one with a flashlight, the exact analogy First used when pitching the system).
Chassis
The original Terran M-2 used an aluminum construction with steel plate over critical points; The Turaladri'e used detrinium plate throughout, gaining much greater strength (more than 4 times) while shedding 50% of the weight. One of the results thereof is that the Turaladri'e can float in its own right, though somewhat awkwardly (especially when unloaded) due to the extremely front-heavy design.
Mobility
The original Turaladri'e design strictly used gravpods and hydrocell jet engines for mobility; With Appropriation 43 requirements, wheels were added, though these are considered secondary. The wheels are each independently powered to prevent stranding; The Turaladri'e doesn't have tracks, not even semi-tracks such as are used on other platforms.
Gravpods and hydrocell jets are still the primary mobility system; The jets draw from a screen vent forward and vent through a series of gimbled nozzles around the tank. This leaves them above the waterline when floating, though the intake vent has been known to catch water, and thus requires a guard in this mode (the guard reduces air intake by 33%, reducing power by 50%, and thus is not very popular).
Status
Like the rest of the current UGC armored vehicles, the Turaladri'e is planned to be replaced; The Council itself wants to convert the fleet to one model of MBT with an anti-tank variant, and the rest as variants of one platform based on an APC design.
Name: Turaladri'e AIFV
Model Type: M-406
Class: Armored Infantry Fighting Vehicle
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:
AIFV Hull-
Crew Compartment-
Grav Pods (16; 8 each side)-
Rear Jet Thrusters (2)-
250
200
150 each
150 each
Turret-
32MM Auto Cannon-
25MM Auto Cannon-
Wheels (20, tandem)
150
100
50
100 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 degree; 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, 6.38 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)
Powerplant: HRTY-44.8A Hydrocell 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; Always available.
Black Market Cost: 150,000credit. If fitted, any extra weapons systems will add to the cost of the tank.
Weapon Systems:
1. 32MM Auto Cannon: This is the main weapon of the M-406 Turaladri'e AIFV; Mounted in the turret, it's meant to provide harassment fire for enemy troops in the area while the Turaladri'e's power armored troops deploy.
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 10 canisters can be carried; Takes one full melee action, and removes the tanks vacuum seal and NBC protection for ten minutes.
Uses depleted uranium rounds (which spall and hyper-incinerate on impact).

2. 25MM Auto Cannon: This copula mounted weapon is meant as an anti-personnel weapon for the commander. Uses depleted uranium rounds (which spall and hyper-incinerate on impact). The commander has to actually climb out the copula to use the weapon, which removes the vehicles vacuum seal and NBC protection for ten minutes.
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's attacks per melee.
Payload: 40 rounds.

3. MRM Launcher: The Turaladri'e carries 04 MRM's in a box aside the turret. The launcher can elevate up to 60 degree.
Purpose: Offense/Anti-Armor
Missile Type: Any MRM
Damage and Range: Varies by type used.
Rate Of Fire: Volleys of 1 or 2 per pilots attacks per melee.
Payload: Two stacks of 2 (4 total). Takes 10 minutes to fully reload per launcher (4 extra MRM's can be carried inside).
4. SRM Launchers (2): Triangular wing-like appendages on either side of the main body comprise the SRM launchers. They can rotate 360 degree, 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).

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.



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).
  • Fire resistance: Fires external to the tank are not felt at all, even if the crew wants to.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • 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 as requested 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).
  • Oxygen Rebreather System: Extends internal air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • 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 square feet wide and high by about 1 half-mile long.
    Duration: 1D4 melee rounds.
    Rate of Fire: Once per melee.
    Payload: 6 chaff/flares.
  • 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).
  • 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 30 grip points per tank, with a 20-man team assigned to a tank. Hand grips are also attached, though not required to be used. See HERE for more information.
    Combat Bonuses from M-406 Turaladri'e AIFV 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
PREVIOUSGROUND EQUIPMENTNEXT