Herculean Specifications Full Version This page provides operating specifications for all Unitech Hercs, including available weapons loadout. In addition, a brief discussion of each Herc is provided listing the machine's particular strengths and weaknesses. Shadow - Remora - Sensei - Ogre - Giant - Demon - Reaper - Juggernaut _________________________________________________________________ Key: cost(standard)- is the price of the basic factory model cost(enhanced)- is the price of any improved versions of the basic factory Herc cost(base)- is the price of the bare Herc chassis, provided with minimal equipment and no weapons max speed(stripped)- is the highest possible speed which the chassis can be configured to reach. None of the configurations carry weapons, and all modifications were done at the maximum tech levels. max armor- gives the highest armor rating which the Herc can be equiped in three classes: basic armor (heavy, but cheap), assault (better frontal protection), and advanced (expensive but light, better protection against certain weapon classes). max sensors- the name and range of the best sensor suite the Herc can carry. max shields- the top shield rating possible for that chassis hardpoints- the "slots" in which a Herc can carry weapons or equipment. Hardpoints are divided into groups of bays which can be equiped with the same selection of weapons. The number in brackets after each weapon indicates the tech level at which that weapon becomes available. All Hercs can carry any combination of equipment in their Equipment Bays. _________________________________________________________________ Shadow: Shadow Herc Class-1 Scout Herculean cost(standard)- 3,551 Cr cost(enhanced)- 2,863 Cr (Shadow Wraith), 3,190 Cr (Shadow Ghost) cost(base)- 1,850 Cr max speed (stripped)- 4,313 max armor- max 16 basic armor, all advanced (max 42 armor) max sensors- Scout Advanced Omniband (15 hex) max shields- 900 Hardpoints: * 2- Light Energy Weapon Mounts (energy/plasma/ELF/advanced tech) + lasers: o SE 400 [0] o SC 400 compression [2] o SP 500 pulse [6] + plasma: o Fusion Flamer [8] + electon flux: o Light Electron Flux Whip [1] o Auto Electron Flux Whip [3] o Chain Electon Flux Whip [5] + advanced tech: o Electromagnetic Pulse Gun [1] o Electromagnetic Pulse Blaster [9] o Neutron Gun [7] o Thermal Lance [8] o Thermal Needler [9] * 2- Light Missile Bays + single target: o Missile-Self Propelled [0] o MicroMissile [2] + area effect: o Missile-HOG [11] * 4- Equipment Bays The name Shadow means one thing above all others: speed. At every tech level, this machine can run circles around any Herc on the field. As one of the two Scout-Class Hercs available, the Shadow is guaranteed an extensive service life with your forces. The Shadow can carry only a minimal weapons suite, and can only achieve such high speeds by sacrificing shields and armor. But, piloted by a skilled 'Derm, it is easily a match for light Cybrids such as the Parasite and Specter (early versions). When teamed with fire-support Hercs, the Shadow functions admirably as a spotter unit: dashing ahead to reveal the targets, then retreating back to the main force once fire has been resolved. Beware! A Shadow caught in the open is an easy kill, and its sensor suite makes it a desirable one as well. Fortunately, the Herc's small size means it can hide behind almost any obstruction. Besides being able to carry scout sensors, the key to the Shadow's long-term utility lies in its four equipment bays. Unlike its fellow Class-1 Herc, the Remora, the Shadow has plenty of room for the high-tech goodies which become available as the campaign progresses. Shadow Usage Summary: Herc is best utilized in the advance scout/spotter role, locating targets for other Hercs' weapons. High speed and small profile can minimize chances of enemy fire being targeted at Herc. Caution: avoid arming Herc with energy-hungry weapons; use of such weapons increases the chances of Herc being left in the open at turn's end. Keep Herc light and fast. When acting as a spotter for area-effect weapons, beware friendly-fire damage (esp. ELF Mortars!) Remora: Remors Herc Class-1 Attack Herculean cost(standard)- 4,893 Cr cost(enhanced)- N/A cost(base)- 1,950 Cr max speed (stripped)- 2,328 max armor- max 16 basic armor, all advanced (max 42 armor) max sensors- Advanced Crystal (10 hex) max shields- 1200 Hardpoints: * 2- Light Energy Weapon Mounts (energy/plasma/ELF/advanced tech) + lasers: o SE 400 [0] o SC 400 compression [2] o SP 500 pulse [6] + plasma: o Fusion Flamer [8] + electon flux: o Light Electron Flux Whip [1] o Auto Electron Flux Whip [3] o Chain Electon Flux Whip [5] + advanced tech: o Electromagnetic Pulse Gun [1] o Electromagnetic Pulse Blaster [9] o Neutron Gun [7] o Thermal Lance [8] o Thermal Needler [9] * 2- Light Kinetic Weapon Mounts (cannon/advanced tech) + AC's: o 20mm [0], 50mm [0], 90mm [6] Autocannon o 30mm [1], Chaingun o Devastator (30mm) [4], 100mm [10] Accelerator Chainguns + advanced tech: o Light Particle Gun [5] * 2- Light Missile Bays + single target: o Missile-Self Propelled [0] o MicroMissile [2] + area effect: o Missile-HOG [11] * 1- Equipment Bay The Remora is the first attack Herc to be put at your disposal. Its weapon package, though light, is varied and allows a flexible response to changing conditions. Though significantly slower than the Shadow, The Remora can still manage respectable speeds compared to heavier Hercs (this is especially true at lower tech levels). As with the Shadow, skilled use of cover is more important than shields or armor to keeping the Herc intact. The Remora's glaring weakness is its being designed with only a single equipment bay. As increased tech levels make more and more useful enhancements available, the medium Hercs' performance will begin to match that of the Remora, with the bonuses of heavier weapons and protection. Still, it is a cheap and effective Herc for the early stages of the campaign. Its low cost and good speed also suggest its use as a "disposable" Herc in the later stages of the campaign; it can be deployed ahead of your main force to draw fire away from more valuable units, or it can make a one-way trip into the midst of the enemy equipped with HOG missiles and/or a Self Detonator. Remora Usage Summary: Herc is best utilized as attack Herc in low conflict zones. "Wolf-pack" tactics allow groups of Remoras to bring effective firepower to bear on solitary larger targets while leaving each Herc with enough energy to retreat to cover. Low cost lets commander field large numbers of Remoras vs. other attack Herc's. Low cost is also non-prohibitive to use of unit as a "kamikaze". Caution: Herc possesses less speed but approximately equal protection as Shadow. Careful use of terrain must be made to survive combat. Sensei: Sensei Herc Class-2 Scout Herculean cost(standard)- 8,707 Cr cost(enhanced)- N/A cost(base)- 4,430 Cr max speed (stripped)- 2,917 max armor- max 17 basic armor, all advanced (max 42 armor) max sensors- Scout Advanced Omniband (15 hex) max shields- 1500 Hardpoints: * 2- Light Energy Weapon Mounts (energy/plasma/ELF/advanced tech) + lasers: o SE 400 [0] o SC 400 compression [2] o SP 500 pulse [6] + plasma: o Fusion Flamer [8] + electon flux: o Light Electron Flux Whip [1] o Auto Electron Flux Whip [3] o Chain Electon Flux Whip [5] + advanced tech: o Electromagnetic Pulse Gun [1] o Electromagnetic Pulse Blaster [9] o Neutron Gun [7] o Thermal Lance [8] o Thermal Needler [9] * 2- Light Kinetic Weapon Mounts (cannon/advanced tech) + AC's: o 20mm [0], 50mm [0], 90mm [6] Autocannon o 30mm [1], Chaingun o Devastator (30mm) [4], 100mm [10] Accelerator Chainguns + advanced tech: o Light Particle Gun [5] * 2- Medium Missile Bays + single target: o Missile-Self Propelled [0] o MicroMissile [2] o Missile-Self Propelled Mk 2 [3] o Missile-Hunter/Killer(improved)+ [9] + area effect: o Jihad Missile System [1] o Minimum Yield Rocket Launcher [1] o Katyusha-Z Rocket System [6] o Missile-Saturation [6] o Missile-HOG [11] o Rapid Saturation Missile System [13] + 4- equipment bays More heavily armed and armored than the Shadow, the Sensei is the second and final Scout Herc to be made available to you. Though incapable of the lighter Herc's incredible speeds, the Sensei is better suited to combat operations. Boasting a varied weapons suite, some commanders strip the Herc of its high tech sensors and field it as a fast-attack platform. When used in the role for which it was intended, the Sensei performs admirably. Though small enough to make effective use of cover (whether that cover be terrain or its fellow Hercs) it carries enough armor and shields to give it a fighting chance, should circumstance or poor planning leave the Herc stranded in the open and subject to enemy fire. In the late stages of the campaign, when the enemy's rising technology level has made the Herc an easy kill once again, commanders are advised to pull back their Sensei Hercs once the battle is joined. From positions far behind the fighting, Senseis equipped with the excellent HK+ missile system can safely lob rocket after rocket through shields downed by its companions. Sensei Usage Summary: As the Shadow above, with the following additions: Herc can be used as a light-attack Herc in the early stages of the campaign in addition to its role as a scout. In the middle stages of the campaign, Senseis can be expected to stay with the Attack Hercs providing up-to-date targeting information to their weapons. In the campaign's end, the Sensei can be used as a "mobile missile" platform, utilizing its high speed to fire missile through downed shields from a safe distance. Ogre: Ogre Herc Class-3 Attack Herculean cost(standard)- 9,869 Cr cost(enhanced)- 12,836 Cr (The Pagan) cost(base)- 9,220 Cr max speed (stripped)- 1,836 max armor- max 39 basic armor, 18mm Assault (23 armor), all advanced (max 42 armor) max sensors- Advanced Crystal (10 hex) max shields- 1500 Hardpoints: * 2- Medium Energy Weapon Mounts (energy/plasma/ELF/advanced tech) + lasers: o SE 400 [0], 660 [0], 1000 [1] o SC 400 [2], 1000 [2] compression o SP 500 [6], 750 [6] pulse o SE 700 gatling [7] o SP 800 pulse gatling [8] o Light Compression Blaster [11] + plasma: o Plasma Cannon [3] o Plasma Beam [7] o Fusion Flamer [8] o Fusion Cannon [8] o Fusion Gatling [12] + electon flux: o Light, Medium, Heavy Electron Flux Whip [1] o Auto Electron Flux Whip [3] o Chain Electon Flux Whip [5] o Electron Flux Mortar [10] + advanced tech: o Electromagnetic Pulse Gun [1] o Electromagnetic Pulse Beamer [4] o Electromagnetic Pulse Blaster [9] o Particle Beam Weapon [4] o Neutron Gun [7] o Neutron Beam Weapon [7] o Thermal Lance [8] o Thermal Needler [9] * 2- Light Energy Weapon Mounts (energy/plasma/ELF/advanced tech) + lasers: o SE 400 [0] o SC 400 compression [2] o SP 500 pulse [6] + plasma: o Fusion Flamer [8] + electon flux: o Light Electron Flux Whip [1] o Auto Electron Flux Whip [3] o Chain Electon Flux Whip [5] + advanced tech: o Electromagnetic Pulse Gun [1] o Electromagnetic Pulse Blaster [9] o Neutron Gun [7] o Thermal Lance [8] o Thermal Needler [9] * 2- Light Kinetic Weapon Mounts (cannon/advanced tech) + AC's: o 20mm [0], 50mm [0], 90mm [6] Autocannon o 30mm [1], Chaingun o Devastator (30mm) [4], 100mm [10] Accelerator Chainguns + advanced tech: o Light Particle Gun [5] * 4- Equipment Bays The Ogre is the lightest of the medium attack Hercs, and suffers somewhat from the position. Lacking the speed of the lighter Hercs, as well as the better protection of heavier Hercs, the Ogre will often find itself stranded in the open taking levels of fire it was never designed to handle. This problem is only complicated by the model's dependency on energy weapons. A wise commander might consider saving up for a Giant instead in the early stages of the campaign. The Ogre becomes a much more effective chassis as the technology level increases. Advances in propulsion and ultra-light armor can be used to increase the Herc's speed while improving its protection. At high ranks, the Ogre's low cost (compared to advanced Hercs) allows a commander to use his/her maximum Herc number, providing the 'Derms with experience and a decent chance of survival. Ogre Usage Summary: This Herc is ineffective at low technology levels. Slow speed, dependence on energy weapons, and inability to utilize indirect fire weapons leaves Herc unable to make effective use of cover. At high tech levels, Herc is useful in "light" attack roles: "wolf-pack" attacks, protecting flanks of main force, and acting as an emergency reserve. Caution: More than any other Herc, the Ogre requires skilled use of shield reinforcement to survive. Giant: Giant Herc Class-4 Artillery Herculean cost(standard)- 15,773 Cr cost(enhanced)- 17,831 Cr (Giant 102J) cost(base)- 14,976 Cr max speed (stripped)- 1,253 max armor- max 39 basic armor, max 30 assault armor, all advanced (max 42 armor) max sensors- Advanced Crystal (10 hex) max shields- 1950 Hardpoints: * 2- Heavy Kinetic Weapon Mounts (cannon/energy/plasma/advanced tech) + AC's: o 20mm [0], 50mm [0], 90mm [6], 120mm [1] Autocannon o 30mm [1] Chaingun o 40mm Ranger Cannon [1] o Electro-Flechette Cannon [1] o 200mm HEAP [1], 210mm X-HEAP [4] (high explosive armor piercing) Gun o Devastator (30mm) [4], 100mm [10] Accelerator Chainguns o 260mm Auto Mortar [4] + energy: o Blast Mortar [1] + plasma: o Plasma Mortar [7] o Fusion Mortar [10] + advanced tech: o Light Particle Gun [5] o Medium Particle Gun [5] o Heavy Particle Gun [5] o Super-Heavy Particle Gun [6] * 2- Medium Kinetic Weapon Mounts (cannon/energy/plasma/advanced tech) + AC's: o 20mm [0], 50mm [0], 90mm [6], 120mm [1] Autocannon o 30mm [1] Chaingun o 40mm Ranger Cannon [1] o Electro-Flechette Cannon [1] o Devastator (30mm) [4], 100mm [10] Accelerator Chainguns + plasma: o Plasma Mortar [7] o Fusion Mortar [10] + advanced tech: o Light Particle Gun [5] o Medium Particle Gun [5] * 2- Light Kinetic Weapon Mounts (cannon/advanced tech) + AC's: o 20mm [0], 50mm [0], 90mm [6] Autocannon o 30mm [1], Chaingun o Devastator (30mm) [4], 100mm [10] Accelerator Chainguns + advanced tech: o Light Particle Gun [5] * 4- Equipment Bays The Giant is a Herc unique in its weapons payload. Its four cannon mounts allow a phenomenal volume of ranged fire to be directed against a target or, when fitted with mortars, allow the Giant to fire from cover (or against targets in cover). This versatility, coupled with good speed and protection, make the Giant a must-have. Giant Usage Summary: Herc can deliver effective fire at long range. When advanced mortars become available, Giant is a useful indirect fire platform. Low-energy requirements for weapons coupled with the ability to use cover instead of armor allow Herc a high speed for its class. Caution: because this Herc wields only kinetic weapons, it must be teamed with other Hercs equipped to drop the target's shields. Under EXTREME battlefield conditions, this Herc may run out of ammunition, effectively disarming it. Demon: Demon Herc Class-4 Assault Herculean cost(standard)- 27,790 Cr cost(enhanced)- 39,416 Cr (Demon 218) cost(base)- 25,202 Cr max speed (stripped)- 867 max armor- max 39 basic armor, max 30 assault armor, all advanced (max 42 armor) max sensors- Advanced Crystal (10 hex) max shields- 2400 Hardpoints: * 2- Heavy Energy Weapon Mounts (energy/plasma/ELF/advanced tech) + lasers: o SE 400 [0], 660 [0], 1000 [1] o SC 400 [2], 1000 [2] compression o SCX heavy compression [2] o SP 500 [6], 750 [6], 1200 [6] pulse o SE 700 gatling [7] o SP 800 pulse gatling [8] o Light Compression Blaster [11] o Heavy Compression Blaster [11] + plasma: o Plasma Cannon [3] o Heavy Plasma Cannon [3] o Plasma Beam [7] o Fusion Flamer [8] o Fusion Cannon [8] o Fusion Annihilator [8] o Fusion Gatling [12] + electon flux: o Light, Medium, Heavy Electron Flux Whip [1] o Auto Electron Flux Whip [3] o Chain Electon Flux Whip [5] o Electron Flux Mortar [10] + advanced tech: o Electromagnetic Pulse Gun [1] o Electromagnetic Pulse Beamer [4] o Electromagnetic Pulse Blaster [9] o Particle Beam Weapon [4] o Neutron Gun [7] o Neutron Beam Weapon [7] o Thermal Lance [8] o Thermal Needler [9] * 2- Medium Energy Weapon Mounts (energy/plasma/ELF/advanced tech) + lasers: o SE 400 [0], 660 [0], 1000 [1] o SC 400 [2], 1000 [2] compression o SP 500 [6], 750 [6] pulse o SE 700 gatling [7] o SP 800 pulse gatling [8] o Light Compression Blaster [11] + plasma: o Plasma Cannon [3] o Plasma Beam [7] o Fusion Flamer [8] o Fusion Cannon [8] o Fusion Gatling [12] + electon flux: o Light, Medium, Heavy Electron Flux Whip [1] o Auto Electron Flux Whip [3] o Chain Electon Flux Whip [5] o Electron Flux Mortar [10] + advanced tech: o Electromagnetic Pulse Gun [1] o Electromagnetic Pulse Beamer [4] o Electromagnetic Pulse Blaster [9] o Particle Beam Weapon [4] o Neutron Gun [7] o Neutron Beam Weapon [7] o Thermal Lance [8] o Thermal Needler [9] * 2- Heavy Missile Bays + single target: o Missile-Self Propelled [0] o Missile-Self Guided [0] o MicroMissile [2] o Missile-Self Propelled Mk 2 [3] o Missile-Self Propelled Type-X [6] o Missile-Hunter/Killer [7] o Missile-Hunter/Killer(improved)+ [9] + area effect: o Jihad Missile System [1] o Minimum Yield Rocket Launcher [1] o Katyusha-Z Rocket System [6] o Missile-Saturation [6] o Saturation Rocket [10] o Missile-HOG [11] o Rapid Saturation Missile System [13] * 4- Equipment Bays When the assault on the Cybrid Command Center is made in the Paracelsus System, you will be allowed a maximum of nine Hercs to accomplish the job. They had better be Demons. The Demon is a jack-of-all-trades, the best at nothing but pretty darn good at everything. Unlike the Ogre, this Herc has the power and toughness to move aggressively toward the enemy AND fire its energy weapons. And unlike earlier Hercs the Demon can be depended upon to kill enemy machines on its own, from the heavies on down. Its four energy weapons can bring down most targets' shields in one turn, allowing the Herc (equipped with SPX's) to finish the target with massed missile fire. Demon Usage Summary: A very good all-around Herc. Broad selection of weapons at all tech levels, good survivability, decent speed all contribute to long-term usefulness. Strong energy based weapons suite plus the option of multi-missile launchers make for a deadly combination. Reaper: Reaper Herc Class-5 Assault Herculean cost(standard)- 48,426 Cr cost(enhanced)- 58,945 Cr (Black Reaper) cost(base)- 42,789 Cr max speed (stripped)- 815 max armor- max 59 basic armor, all advanced (max 42 armor) max sensors- Advanced Crystal (10 hex) max shields- 2850 Hardpoints: * 3- Heavy Energy Weapon Mounts (energy/plasma/ELF/advanced tech) + lasers: o SE 400 [0], 660 [0], 1000 [1] o SC 400 [2], 1000 [2] compression o SCX heavy compression [2] o SP 500 [6], 750 [6], 1200 [6] pulse o SE 700 gatling [7] o SP 800 pulse gatling [8] o Light Compression Blaster [11] o Heavy Compression Blaster [11] + plasma: o Plasma Cannon [3] o Heavy Plasma Cannon [3] o Plasma Beam [7] o Fusion Flamer [8] o Fusion Cannon [8] o Fusion Annihilator [8] o Fusion Gatling [12] + electon flux: o Light, Medium, Heavy Electron Flux Whip [1] o Auto Electron Flux Whip [3] o Chain Electon Flux Whip [5] o Electron Flux Mortar [10] + advanced tech: o Electromagnetic Pulse Gun [1] o Electromagnetic Pulse Beamer [4] o Electromagnetic Pulse Blaster [9] o Particle Beam Weapon [4] o Neutron Gun [7] o Neutron Beam Weapon [7] o Thermal Lance [8] o Thermal Needler [9] * 1- Heavy Energy/Heavy Missile Swing Mount (energy/plasma/ELF/advanced tech/missiles) + lasers: o SE 400 [0], 660 [0], 1000 [1] o SC 400 [2], 1000 [2] compression o SCX heavy compression [2] o SP 500 [6], 750 [6], 1200 [6] pulse o SE 700 gatling [7] o SP 800 pulse gatling [8] o Light Compression Blaster [11] o Heavy Compression Blaster [11] + plasma: o Plasma Cannon [3] o Heavy Plasma Cannon [3] o Plasma Beam [7] o Fusion Flamer [8] o Fusion Cannon [8] o Fusion Annihilator [8] o Fusion Gatling [12] + electon flux: o Light, Medium, Heavy Electron Flux Whip [1] o Auto Electron Flux Whip [3] o Chain Electon Flux Whip [5] o Electron Flux Mortar [10] + advanced tech: o Electromagnetic Pulse Gun [1] o Electromagnetic Pulse Beamer [4] o Electromagnetic Pulse Blaster [9] o Particle Beam Weapon [4] o Neutron Gun [7] o Neutron Beam Weapon [7] o Thermal Lance [8] o Thermal Needler [9] + single target missiles: o Missile-Self Propelled [0] o Missile-Self Guided [0] o MicroMissile [2] o Missile-Self Propelled Mk 2 [3] o Missile-Self Propelled Type-X [6] o Missile-Hunter/Killer [7] o Missile-Hunter/Killer(improved)+ [9] + area effect missiles: o Jihad Missile System [1] o Minimum Yield Rocket Launcher [1] o Katyusha-Z Rocket System [6] o Missile-Saturation [6] o Saturation Rocket [10] o Missile-HOG [11] o Rapid Saturation Missile System [13] * 2- Heavy Missile Bays + single target: o Missile-Self Propelled [0] o Missile-Self Guided [0] o MicroMissile [2] o Missile-Self Propelled Mk 2 [3] o Missile-Self Propelled Type-X [6] o Missile-Hunter/Killer [7] o Missile-Hunter/Killer(improved)+ [9] + area effect: o Jihad Missile System [1] o Minimum Yield Rocket Launcher [1] o Katyusha-Z Rocket System [6] o Missile-Saturation [6] o Saturation Rocket [10] o Missile-HOG [11] o Rapid Saturation Missile System [13] * 4- Equipment Bays The Reaper is basically a heavier version of the Demon. The replacement of the two light e-weapon mounts with full heavy e-weapon mounts enhances this Herc's offensive ability significantly. The chassis' ability to carry more armor and tougher shields allows the Reaper to operate under the most dangerous combat conditions. Since the weapons package on this Herc is virtually identical with that of the Demon, veteran 'Derms optimized for piloting the Demon can be assigned to a new Reaper with little worry. One feature unique to the Reaper is the single Heavy Energy/Heavy Missile "swing" weapons mount. This mount gives the Herc a significant advantage in flexibility over the Demon. The Reaper can be fielded with four energy weapons for shield-killing power or with three missile pods, making the chassis a real long-rang threat. The Reaper is the heaviest Herc you will able to field in any great numbers. Though expensive, the cost of a Reaper is far less than that of a well equipped Juggernaut. Reaper Usage Summary: All information given in the Demon U.S. applies to the Reaper. In addition, note that the factory model of the Reaper is poorly equipped compared to the enemy forces which it will have to deal with when it becomes available. Juggernaut: Juggernaut Herc Class-6 Heavy Assault Herculean cost(standard)- 80,905 Cr cost(enhanced)- 157,168 Cr (Annihilator) cost(base)- 74,128 Cr max speed (stripped)- 729 max armor- max 73 basic armor, max 66 assault armor, all advanced (max 42 armor) max sensors- Advanced Crystal (10 hex) max shields- 3900 Hardpoints: * 1- Spinal Heavy Weapon Mount (energy/plasma/ELF/advanced tech) + lasers: o SCX heavy compression [2] o SP 1200 pulse [6] o Heavy Compression Blaster [11] + AC's: o 280mm ATX Cannon [13] + plasma: o Heavy Plasma Cannon [3] o Fusion Annihilator [8] + advanced tech: o Acelerator Thermal Needler Autocannon [12] * 1- Heavy Energy Weapon Mount (energy/plasma/ELF/advanced tech) + lasers: o SE 400 [0], 660 [0], 1000 [1] o SC 400 [2], 1000 [2] compression o SCX heavy compression [2] o SP 500 [6], 750 [6], 1200 [6] pulse o SE 700 gatling [7] o SP 800 pulse gatling [8] o Light Compression Blaster [11] o Heavy Compression Blaster [11] + plasma: o Plasma Cannon [3] o Heavy Plasma Cannon [3] o Plasma Beam [7] o Fusion Flamer [8] o Fusion Cannon [8] o Fusion Annihilator [8] o Fusion Gatling [12] + electon flux: o Light, Medium, Heavy Electron Flux Whip [1] o Auto Electron Flux Whip [3] o Chain Electon Flux Whip [5] o Electron Flux Mortar [10] + advanced tech: o Electromagnetic Pulse Gun [1] o Electromagnetic Pulse Beamer [4] o Electromagnetic Pulse Blaster [9] o Particle Beam Weapon [4] o Neutron Gun [7] o Neutron Beam Weapon [7] o Thermal Lance [8] o Thermal Needler [9] * 2- General Heavy Weapon Mounts (energy/plasma/cannon/ELF/advanced tech) + lasers: o SE 400 [0], 660 [0], 1000 [1] o SC 400 [2], 1000 [2] compression o SCX heavy compression [2] o SP 500 [6], 750 [6], 1200 [6] pulse o SE 700 gatling [7] o SP 800 pulse gatling [8] o Light Compression Blaster [11] o Heavy Compression Blaster [11] o Blast Mortar [1] + plasma: o Plasma Cannon [3] o Heavy Plasma Cannon [3] o Plasma Beam [7] o Plasma Mortar [7] o Fusion Flamer [8] o Fusion Cannon [8] o Fusion Annihilator [8] o Fusion Mortar [10] o Fusion Gatling [12] + AC's: o 20mm [0], 50mm [0], 90mm [6], 120mm [1] Autocannon o 30mm [1] Chaingun o 40mm Ranger Cannon [1] o Electro-Flechette Cannon [1] o 200mm HEAP [1], 210mm X-HEAP [4] (high explosive armor piercing) Gun o Devastator (30mm) [4], 100mm [10] Accelerator Chainguns o 260mm Auto Mortar [4] + electon flux: o Light, Medium, Heavy Electron Flux Whip [1] o Auto Electron Flux Whip [3] o Chain Electon Flux Whip [5] o Electron Flux Mortar [10] + advanced tech: o Electromagnetic Pulse Gun [1] o Electromagnetic Pulse Beamer [4] o Electromagnetic Pulse Blaster [9] o Particle Beam Weapon [4] o Neutron Gun [7] o Neutron Beam Weapon [7] o Thermal Lance [8] o Thermal Needler [9] o Light Particle Gun [5] o Medium Particle Gun [5] o Heavy Particle Gun [5] o Super-Heavy Particle Gun [6] * 2- Heavy Missile Bays + single target: o Missile-Self Propelled [0] o Missile-Self Guided [0] o MicroMissile [2] o Missile-Self Propelled Mk 2 [3] o Missile-Self Propelled Type-X [6] o Missile-Hunter/Killer [7] o Missile-Hunter/Killer(improved)+ [9] + area effect: o Jihad Missile System [1] o Minimum Yield Rocket Launcher [1] o Katyusha-Z Rocket System [6] o Missile-Saturation [6] o Saturation Rocket [10] o Missile-HOG [11] o Rapid Saturation Missile System [13] * 2- ELF Pods o Light, Medium, Heavy Electron Flux Whip [1] o Auto Electron Flux Whip [3] o Chain Electon Flux Whip [5] * 4- Equipment Bays This is it. Ultima Ratio Regum. The Juggernaut is the single most powerful Herc known to man and easily outclasses anything the Cybrids have fielded to date. Its heavy shielding and armor enable this Herc to withstand an unbelievable amount of damage before falling. Unfortunately, its survivability will be tested again and again since by the time this chassis becomes available, you will be facing enemy odds of 3:1 and more. Commanders should note that the Juggernaut is not the multi-role Herc the Demon and Reaper are. The use of this Herc is inexorably linked to the weapon its spinal mount was designed to carry, the 280mm ATX Cannon. This weapon allows the Juggernaut to destroy the enemy at a distance, a useful ability considering the chassis' slow speed. It is an ideal weapon for defensive actions, allowing you to subject an approaching enemy force to an unrelenting barrage. It is problematic to use in close-quarters fighting, however. The area-effect nature of the weapon means that without careful planning it may pose as great a threat to your forces as those of the enemy. Thus, unlike other Hercs, it is sensible with the Juggernaut to keep your units spread out somewhat to prevent friendly-fire damage. It is unlikely that you will field many Hercs of this type due to the chassis' prohibitive cost. The investment made to field one effective Juggernaut could pay for an entire squad of medium Hercs. Resist the temptation to buy Juggernauts as soon as they become available. At first, they will serve no better than a Reaper would at a higher price and will slow down your forces to boot. Wait instead until the you have reached a tech level at which the weapons specialized to the chassis become available. Juggernaut Usage Summary: The Juggernaut is a Herc unique in its design and serves well in a narrow spectrum of battlefield roles. Because of their slow speed but excellent protection, Juggernauts can be loosely grouped away from your main force (either ahead of them to soak up incoming fire, or from behind as fire-support) to allow your main force a greater freedom of movement. When using Hercs fitted with the 280mm ATX keep in mind the area effect nature of the weapon. Other Juggernauts can shrug off the damage, lighter Hercs cannot. The two ELF pods may seem superfluous until your first base assault. They exist to provide the Herc protection against Verminus-type Cybrids, and should not be left empty on such missions. _________________________________________________________________ Main Menu This page was last updated on November 2, 1996