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Clariont Ensign.
United Galaxies Council.
M-602 Anarissa SePATaK.
Clariont Ensign.
United Galaxies Council.
The M-602 Anarissa SePATaK (Self-Propelled Artillery/Tank Killer) was originally conceived simply as a self-propelled artillery platform. However, field testing at Aberdeen Proving grounds, involving remotely controlled units (comms jamming was
AN M-602 ANARISSA SePATaK.
An M-602 Anarissa SePATaK.
a non-issue), revealed the platform to be a a FAR more capable tank killer platform as well. Though quite accidental, the M-602 proved to be a thoroughbred tank killer, bar none. In 12 matches, the Anarissa was pitted against Grants, Turaladri'e, Galahads, Lancelot's, and combinations thereof; The Anarissa's won all of them handily, with only one escaping Galahad in any.
The M-602 is the Third fastest (after a tie for second of the M-558 Galahad Command Armored Car and M-610 Gareth Supply Vehicle), easily the most heavily armed, and arguably the most heavily armored (some would argue the Galahad to be more heavily armored; It most certainly is more heavily armored at the crew pods).
The Anarissa's single fault is the weapons profile; The Anarissa is a neo-tech version of the Terran Swedish Stridsvagn 103 MBT or "S-Tank." As such, it has no turret. To elevate, declinate, or traverse the main gun or missile launchers, the whole tank must be moved appropriately. This limitation, however, is considered a small price to pay, especially as these tanks do not engage at less than 10 miles range with their main weapons systems (the L-22). At ranges less than 10 miles, the SRM launchers are preferred; Less than one mile, the 25MM Autocannon or M-240's are used.
The newest upgrades are those related to Appropriation 43 (the 2482 SLEP), 04 wheels have 08 inches clearance at all time (18 inches with the wheels in the lowered position). Additionally, at the rear of the hull is a "spoiler" which is actually a sensor and radio array.
M-602's usually aren't engaged on their own, but during the Vortiese Annexation a squad of these happened to roll through the scene of some fighting outside an outlier village (after the fighting had stopped). On scene at the time was a reporter who took a couple quick pictures, leading to a mythos that they were being used to advance the lines of the UGC. A portrait was later made of the crude snapshots (and can be viewed HERE).
Name: Anarissa SPG/TK
Model Type: M-602
Class: Self Propelled Gun And Tank Killer
Crew: 2; Pilot/Commander, and Gunner/Pilot; The First title their primary job, the titles are their secondary job.
Passengers: Can hold 1 passenger internally (if a little cramped), or up to 10 (or more) externally (riding on the hull).
MDC By Location:
Hull-
Grav Pods (16; 8 each side)-
Rear Jet Thrusters (2)-
Crew Compartment-
300
100 each
100 each
100
Hatches (2)-
Turret-
L-22 Rail Launcher (2)-
25MM Auto Cannon-
100 each
150
200 each
50
Notes: Usual penalties apply.
Speed and Statistical Data:
Speed: 350 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. Range: 2,000 miles. NOTE: High surface-water worlds (such as Terra)
are known to fit out their armored vehicles 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: 3 feet, 8.25 inches.
Width: 18 feet, 6.25 inches- MUCH wider than MOST tanks.
Length: Hull: 20 feet, 4.5 inches; Gun Forward: 40 feet even.
Weight: 40 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 750,000credit; Always available.
Black Market Cost: 150,000credit. If fitted, any extra weapons systems will add to the cost of the tank.
Weapons Systems:
1. Dual L-22 Rail Launchers: These are the main weapons of the M-602 Anarissa SPG/TK; Mounted in the hull, these twin guns provide long-range anti-armor/bunker capabilities.
MD, Blast Radius and Range: Varies by type used.
Missile Type: Any MRM.
Rate of Fire: Per commander's attacks per melee.
Payload: 200 MRMs; Actually modified versions, which sacrifice the quadruple range of the standard L-22 for greater capacity. The range is STANDARD for MRMs. Alternatively, normal MRM's can be used, but only 10 MRM's can be carried.

2. 25MM: 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. SRM Launcher: The Anarissa carries 16 SRM's in two launchers on either side of the hull. The launcher is fixed-position of 60 degree inclination, with a 000 degree deviation; To traverse the launcher, the whole tank must be turned.
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. 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:
  • Pseudo-Stealth: The tank's radiation signatures can be minimized by about 35% when using camouflage nets, cover/concealment, and other tactics.
  • 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.
  • 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.
  • Oxygen Rebreather System: Extends internal air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • Grav Clamps: Reversing the polarity of the grav pods allows the tank to adhere to any SOLID (and some liquids) in the known universe.
  • 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).
  • 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.
  • 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 lind 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.
  • 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-602 Anarissa SPATK 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.
  • 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).
  • 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. 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-602 Anarissa Self-Propelled Artillery/Tank Killer Combat Elite:
  • 4 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.
  • +5 Initiative.
  • +3 Strike; An additional +2 if another vehicle supplies targeting information.
  • +1 Parry and Dodge (very hard to move around); Roll with strike is simply not possible for this tank.
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