Clariont Ensign.
United Galaxies Council.
M-553 Lancelot
Reconnaissance Tank.
Clariont Ensign.
United Galaxies Council.
The Lancelot Reconnaissance Tank was developed in 2107 as a light tank for quick response and forward scouting. Typically used to scout inside cities and to respond to enemy attacks with a
REF M-553 Lancelot Reconnaissance Tank.
stalling action, the Lancelot is not intended to hold the line, only stall the enemy until Grant Main Battle Tanks can respond. The Lancelot was developed by Armored Systems of Nihms, France, one of the few Earth cities not ruined by the Wars (though it was heavily bombed through the GCW and during the First Robotech War Kara Qalliph Diel'are Kah Yar (the "Rain Of Death").
The Lancelot has proven to be very useful over the centuries, and is consistently being updated with new technology. Even the poorest RDF's have these in service.
Variations are many and varied, but generally are restricted to electronics duties, such as dedicated long-range radar setups, electronics interception, etc. A variation is the Epsilon, in which the 25MM is replace by 04 medium range surface-to-air missiles and a trailer carrying 2 additional batteries; The Epsilon II sub-variant replaces the standard trailer with an L-15b SRM Rail Launcher. There is also a law enforcement variant used to batter down doors and insert cs/cn/oc in high-risk situations.
Name: M-553 Lancelot
Model Type: Tank
Class: Reconnaissance
Crew: 2; Pilot/Commander and Sensor Operator/Gunner. The second title are their secondary job, the First title primary.
Passengers: None internally, but up to 10 externally (riding on the hull) is possible but very cramped.
MDC By Location:
Crew Compartment-
Grav Pods (16; 8 each side)-
100 each
Rear Jet Thrusters (2)-
32MM Auto Cannon-
100 each
Notes: Usual penalties apply.
Speed and Statistical Data:
Speed: 250 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 personnel carriers 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: 4 feet 4⅞ inches.
Width: 4 feet 4.5 inches
Length: Hull: 10 feet, 8.5 inches
Weight: 20 tons
Power System: HRTY-44.8A Hydrocell engines; Output: 62,000 Kwh
Hover System: Normal grav pods.
Cargo Capacity: Crew supplies only; A few pounds 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), and should be restricted to crew or critical battlefront supplies only.
Cost and Availability: Each tank costs 15,000credit; Always available.
Black Market Cost and Availability: Between 1,000 and 50,000credit; Practically always available.

Weapon Systems:
1. 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
Payload: 40 rounds.

2. 32MM Auto Cannon: Mounted in the hull, it's meant to provide harassment fire for enemy tanks in the area while the Grant MBT responds. NOTE: This is normally the main weapon of another tank.
MD: Short Burst: 2D6; Medium Burst: 4D6; Full Melee Burst: 2D4X10
Blast Radius: 4 feet
Range: 3,200 feet.
Rate of Fire: Per commander's attacks per melee.
Payload: 200 rounds per canister; Up to 10 canisters can be carried; Takes one melee attack, and the reloading equipment is INSIDE the tank; Consequently, the tanks vacuum seal and NBC protection does not to be breached.
Uses depleted uranium rounds (which spall and hyper-incinerate on impact).

3. SRM Launchers (2): The rear of the of the hull has an SRM launcher. They can not rotate nor traverse, and fire vertically only.
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 total. Takes 10 minutes to fully reload per launcher (extra SRM's can be carried inside).

4. 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.
  • 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).
    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.
  • 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-553 Lancelot Reconnaissance Tank 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.
  • 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).
  • Standard Infantry Grip Points: 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 team 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-553 Lancelot Recon Tank Combat Elite:
  • 4 additional attacks per melee.
  • One additional attack per melee at levels 3, 9, and 15 with any additional bonuses for the pilot and crew.
  • +8 Initiative.
  • +2 Strike.
  • +8 Parry, Dodge, and Roll.