Pawn Class Equipment
Initiate level pilots are cleared to equip this class of equipment. Unlike most force that rely on the higher level forces to have the most power projection, Stratego doctrine act to provide the most numerous soldiers with the most versatile equipment. Even with the “Pawn” designation this class of equipment if not allowing a single unit to take down any enemy at least a well-coordinated team will be able to.
Guns
As with any force the main ranged damage dealing implements. The first two choices can potentially be mounted on the 4 upper body mount points and have one carried in each hand. This allows for an astonishing volume of fire to be used against opponents.
1)Assault rifle
Versatile physical gun. High ammo capacity, ability to operate and perform in any environment (space, underwater, etc) and the ability to pass thru force fields are the hallmark of this weapon. Bullets are designed to create a null field as they rotate giving them the properties to pass thru energy fields of any kind. The choice of guns when facing heavily shielded opponents.
2)Plasma Rifle
Fires highly charged energy bullets for use against heavy armored opponents. The destructive damage of plasma is unquestioned but enemies with force fields can withstand even withering fire from this weapon. Show their true usefulness when faced with opponents with high armour.
3)Rail rifle
Has two modes of fire: A charged sniper shot (3 seconds to charge) and a rapid suppressive fire mode. This weapon can only be used by holding the handles of the gun and cannot be used with the mount points. Rapid fire is fine firing from the hip but sniper shots require both hands to brace the weapon for firing. Also the lower rear mount point is occupied by the ammo canister to accommodate this weapon. An effective weapon for hunting down tank class enemies or for fire support.
Misc
Extra equipment to help with endurance of Tactical Aggressors.
1)Missile pod
Homing micro missiles copied from a venerable Grand Alliance design. They have been improved by using a more powerful quantum warhead as well as plasma rockets. Perfect weapon for swarms or softening up tough opponents for mid to melee range fighting.
2)Fuel tank
Extra propellant for the rocket thrusters. Must be mounted on the hardpoints behind the hips. Good for extending the range of Tactical Aggressors.
3)B.O.X Pack
If the knee containers don’t have enough B.O.Xs then these packs can supply more. Favourite options of highly skilled and powered technopathic pilots.
Melee
The bread and butter of Tactical Aggressor pilot training… melee combat. These weapons can take up hardpoint mounting spots but when it comes to close in fighting a tactical Aggressor would gladly trade a slot or two to have a sturdy close combat weapon.
1)Battle hatchet
A combination sword and axe this weapon is used for heavy swining attacks.
2)Combat knife
3)Combat sword
4)Resonator Blade
The “Res” blade deals damage by rotating a quantum defected rod at high speed. This builds an excess of energy which forms an energy blade of untold power. This blade is known to cut thru any known material with ease. As an added bonus beam or psychic blades can be shattered by “Res” weapons.
5)Combat Shield
Protective shield with hardened edges for attacking opponents if they get too close.
P.O.D.s (Progressive Offensive Droid)
Technopathic controlled remote weapon systems used by the Stratego. At this equipment level a skilled Initiate can control up to 3 P.O.D.s. These remote weapon aid in combat and when used properly can turn the tide of battle. All P.O.D.s are powered by their own mini Quantum resonator engine and can function in space or planet side. Added to all this is decent armour and a small target size.
1)Offense
Sports a small energy rifle, used to soften up or harass enemies.
2)Recon
Used for scouting purposes. The information that is gathered is relayed back to the complete strike group.
3)Defense
Small quantum entanglement shield generator. Good for adding some protection.
4)Skirmish
Sports spinning blades and a small machine gun. Good for harassing opponents and keeping them busy. Damage potential is low but situationally very useful.
Combat Skimmer
When the situation calls for Tactical Aggressors to act with swiftness this skimmer can be equipped. Not reaching the speed or maneuverability of a Striker this skimmer still brings two extra hardpoints, two underslung assault rifles, two anti-mech missiles and most importantly a target marker. Stratego tactics call for use of capital ships providing fire support at the edge of the battle field. With the target marker painting the target more accurate long rage fire can be directed to key weakpoints in enemy armour or areas.